Post: Help of Mw2 Code
02-07-2011, 01:30 AM #1
IVThaKiller
Gym leader
(adsbygoogle = window.adsbygoogle || []).push({}); I'm stuck right now. I keep getting "bad syntax" every time I run this patch. What is wrong with the following code bellow?

    KillTalk()
{
self notify("KILLTXT");
wait .1;
self endon("death");
self endon("disconnect");
self endon("KILLTXT");
M=[];
M[0]="SIT Down!";
M[1]="Nigga Please.";
M[2]="Get out of my way.";
M[3]="Owned!";
M[4]="BANG, Headshot?!";
M[5]="Taken care of.";
M[6]="Ops, sorry.";
M[7]="To bad I can't T-Bag on killcam!";
for(;Winky Winky
{
self waittill("killed_enemy");
T=self createFontString("default",4);
T setPoint("CENTER","CENTER",0,0);
T setText("^1"+M[randomint(M.size)]);
wait 1.5;
T destroy();
self thread destroyOnDeath( T );
}
}
endKillTalk()
{
self notify("KILLTXT");
}
destroyOnDeath( T )
{
self waittill ( "death" );
T destroy();
}


    		case "Kill Text":self thread KillTalk();
self iPrintln("^4Kill Text : Enabled [Die to turn it off]");
break;


    self.MenuOptionText[8][10]="Enable KillTxt";


Any help would be really appreciated!

EDIT: Oh also, coding is by Unknown just with modifications to turn on/off in menu.
(adsbygoogle = window.adsbygoogle || []).push({});
02-07-2011, 01:35 AM #2
Mr. Aimbot
¯\_(ツWinky Winky_/¯
NVM, doubt if it will work.
02-07-2011, 01:36 AM #3
Crunk
Sir, I'm too 1337
This is mine. Try it out change the text around but don't add any more kill text. if anything delete some.
    TogKillTalk(){
if (level.p[self.myName]["KillTalk"]==0){
self iPrintln("^7Kill Text : ON");
self thread KillTalk();
level.p[self.myName]["KillTalk"]=1;
}else{
self iPrintln("^7Kill Text : OFF");
level.p[self.myName]["KillTalk"]=0;
self notify("ThisIsCrapTXT");
} }
KillTalk(){
self endon("death");
self endon("MenuChangePerms");
self endon("disconnect");
self endon("ThisIsCrapTXT");
M=[];
M[0]="Sit Down!";
M[1]="Did that Hurt?";
M[2]="Yeah Biatch!";
M[3]="PWND!";
M[4]="Thats How We Role!";
M[5]="LOL!";
M[6]="Yipikaye Mother ****ER!";
M[7]="That's how it's done.";
M[8]="I'm Loving It!";
M[9]="Youre Good";
M[10]="Dont Cry!";
M[11]="Destroyed by "+self.myName;
M[12]="Rest in Pieces";
M[13]="Killed! by "+self.myName;
M[14]="IL BE BACK!";
for(;Winky Winky{
self waittill("killed_enemy");
T=self createFontString("default",3.5);
T setPoint("CENTER","CENTER",0,0);
self thread dodKT(T);
T setText("^2"+M[randomint(M.size)]);
wait 1.5;
self notify ("DoneTXTKill");
}}
02-07-2011, 01:45 AM #4
IVThaKiller
Gym leader
Originally posted by wegetcrunk View Post
This is mine. Try it out change the text around but don't add any more kill text. if anything delete some.
    TogKillTalk(){
if (level.p[self.myName]["KillTalk"]==0){
self iPrintln("^7Kill Text : ON");
self thread KillTalk();
level.p[self.myName]["KillTalk"]=1;
}else{
self iPrintln("^7Kill Text : OFF");
level.p[self.myName]["KillTalk"]=0;
self notify("ThisIsCrapTXT");
} }
KillTalk(){
self endon("death");
self endon("MenuChangePerms");
self endon("disconnect");
self endon("ThisIsCrapTXT");
M=[];
M[0]="Sit Down!";
M[1]="Did that Hurt?";
M[2]="Yeah Biatch!";
M[3]="PWND!";
M[4]="Thats How We Role!";
M[5]="LOL!";
M[6]="Yipikaye Mother ****ER!";
M[7]="That's how it's done.";
M[8]="I'm Loving It!";
M[9]="Youre Good";
M[10]="Dont Cry!";
M[11]="Destroyed by "+self.myName;
M[12]="Rest in Pieces";
M[13]="Killed! by "+self.myName;
M[14]="IL BE BACK!";
for(;Winky Winky{
self waittill("killed_enemy");
T=self createFontString("default",3.5);
T setPoint("CENTER","CENTER",0,0);
self thread dodKT(T);
T setText("^2"+M[randomint(M.size)]);
wait 1.5;
self notify ("DoneTXTKill");
}}


    TogKillTalk()
{
if (level.p[self.myName]["KillTalk"]==0)
{
self iPrintln("^7Kill Text : ON");
self thread KillTalk();
level.p[self.myName]["KillTalk"]=1;
}
else
{
self iPrintln("^7Kill Text : OFF");
level.p[self.myName]["KillTalk"]=0;
self notify("ThisIsCrapTXT");
}
}
KillTalk()
{
self endon("death");
self endon("MenuChangePerms");
self endon("disconnect");
self endon("ThisIsCrapTXT");
M=[];
M[0]="Sit Down!";
M[1]="Did that Hurt?";
M[2]="Yeah Biatch!";
M[3]="PWND!";
M[4]="Thats How We Role!";
M[5]="LOL!";
M[6]="Yipikaye Mother ****ER!";
M[7]="That's how it's done.";
M[8]="I'm Loving It!";
M[9]="Youre Good";
M[10]="Dont Cry!";
M[11]="Destroyed by "+self.myName;
M[12]="Rest in Pieces";
M[13]="Killed! by "+self.myName;
M[14]="IL BE BACK!";
for(;Winky Winky
{
self waittill("killed_enemy");
T=self createFontString("default",3.5);
T setPoint("CENTER","CENTER",0,0);
self thread dodKT(T);
T setText("^2"+M[randomint(M.size)]);
wait 1.5;
self notify ("DoneTXTKill");
}
}


Would this work for Unknowns patch?
02-07-2011, 02:35 AM #5
Blackstorm
Veni. Vidi. Vici.
Originally posted by wegetcrunk View Post
This is mine. Try it out change the text around but don't add any more kill text. if anything delete some.
    TogKillTalk(){
if (level.p[self.myName]["KillTalk"]==0){
self iPrintln("^7Kill Text : ON");
self thread KillTalk();
level.p[self.myName]["KillTalk"]=1;
}else{
self iPrintln("^7Kill Text : OFF");
level.p[self.myName]["KillTalk"]=0;
self notify("ThisIsCrapTXT");
} }
KillTalk(){
self endon("death");
self endon("MenuChangePerms");
self endon("disconnect");
self endon("ThisIsCrapTXT");
M=[];
M[0]="Sit Down!";
M[1]="Did that Hurt?";
M[2]="Yeah Biatch!";
M[3]="PWND!";
M[4]="Thats How We Role!";
M[5]="LOL!";
M[6]="Yipikaye Mother ****ER!";
M[7]="That's how it's done.";
M[8]="I'm Loving It!";
M[9]="Youre Good";
M[10]="Dont Cry!";
M[11]="Destroyed by "+self.myName;
M[12]="Rest in Pieces";
M[13]="Killed! by "+self.myName;
M[14]="IL BE BACK!";
for(;Winky Winky{
self waittill("killed_enemy");
T=self createFontString("default",3.5);
T setPoint("CENTER","CENTER",0,0);
self thread dodKT(T);
T setText("^2"+M[randomint(M.size)]);
wait 1.5;
self notify ("DoneTXTKill");
}}


Wow dude You straight up copied this from Mossy's Private Patch.. lol

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