Post: Need help bad Syntax
03-06-2013, 04:42 AM #1
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please can someone fix it its a bad syntax!



#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
}
}

onPlayerSpawned()
{
self endon( "disconnect" );

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread StartMenu();//Our Start Menu
self thread MenuStruct();//Our Menu Structure
}
}

createPerkMap()
{
level.perkMap = [];
level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress(refString)
{
return self getPlayerData("challengeProgress", refString);
}

ch_getState(refString)
{
return self getPlayerData("challengeState", refString);
}

ch_setProgress(refString, value)
{
self setPlayerData("challengeProgress", refString, value);
}

ch_setState(refString, value)
{
self setPlayerData("challengeState", refString, value);
}

initMissionData()
{
keys = getArrayKeys(level.killstreakFuncs);
foreach(key in keys) self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}

playerDamaged(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc)
{
}

playerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers)
{
}

vehicleKilled(owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon)
{
}

waitAndProcessPlayerKilledCallback(data)
{
}

playerAssist()
{
}

useHardpoint(hardpointType)
{
}

roundBegin()
{
}

roundEnd(winner)
{
}

lastManSD()
{
}

healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}

resetBrinkOfDeathKillStreakShortly()
{
}

playerSpawned()
{
playerDied();
}

playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}

processChallenge(baseName, progressInc, forceSetProgress)
{
}

giveRankXpAfterWait(baseName,missionStatus)
{
}

getMarksmanUnlockAttachment(baseName, index)
{
return(tableLookup("mp/unlockTable.csv", 0, baseName, 4 + index));
}

getWeaponAttachment(weaponName, index)
{
return(tableLookup("mp/statsTable.csv", 4, weaponName, 11 + index));
}

masteryChallengeProcess(baseName, progressInc)
{
}

updateChallenges()
{
}

challenge_targetVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2));
return int(value);
}

challenge_rewardVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2));
return int(value);
}

buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow(tableName, 0, 0);
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
for(index=1; refString != ""; index++)
{
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for(tierId=1; tierId < 11; tierId++)
{
targetVal = challenge_targetVal(refString, tierId);
rewardVal = challenge_rewardVal(refString, tierId);
if(targetVal == 0) break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
} assert(isDefined(level.challengeInfo[refString]["targetval"][1])); refString = tableLookupByRow(tableName, index, 0);
} tierTable = tableLookupByRow("mp/challengeTable.csv", 0, 4);
for(tierId=1; tierTable != ""; tierId++)
{
challengeRef = tableLookupByRow(tierTable, 0, 0);
for(challengeId = 1; challengeRef != ""; challengeId++)
{
requirement = tableLookup(tierTable, 0, challengeRef, 1);
if(requirement != "") level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
} tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}

genericChallenge(challengeType, value)
{
}

playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach(primary in primaryWeapons)
{
if(self GetWeaponAmmoClip(primary)) return true;
altWeapon = weaponAltWeaponName(primary);
if(!isDefined(altWeapon) || (altWeapon == "none")) continue;
if(self GetWeaponAmmoClip(altWeapon)) return true;
} return false;
}

/*
=======================
Button Handling Begin
=======================
*/
buttons()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+stance,Y|weapnext,A|+gostand,LS| +breath_sprint,RS|+melee,LB|+smoke,RB|+frag,R1|+at tack", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}

//monitorActions function. Our arguments are button and action
monitorActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;Winky Winky
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/

StartMenu()//Self Thread this to the onPlayerSpawned
{
self endon("disconnect");
self thread buttons();
self.menuOpen = false;
for( ;; )
{
self waittill("buttonPress", button);
if( button == "Up" && !self.menuOpen )
{
self.menuOpen = true;
self freezeControls( true );
self thread loadMenu( "Tut" );
self thread createUserInterface();
}
wait .4;
}
}

loadMenu( menu )
{
self endon("disconnect");
self.menu["Text"] = [];
self.menu["Curser"] = 0;
self.ros["Menu"] = menu;
self.menuOpen = true;
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
string = (self.rothebeast[self.ros["Menu"]].opt);
self.menu["Text"] = createText( "default", 1.3, string, "CENTER", "TOP", 0, i * 18 + 70, 1337, true, 1, (1, 1, 1));
}
while( self.menuOpen )
{
for( i = 0;i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
self.menu["Text"].color = (1, 1, 1);
self.menu["Text"].glowColor = (0, 1, 0);
}
self waittill("buttonPress", button);
if( button == "Up" )
{
self.menu["Curser"]--;
if( self.menu["Curser"] < 0 ) self.menu["Curser"] = self.rothebeast[self.ros["Menu"]].opt.size - 1;
}
if( button == "Down" )
{
self.menu["Curser"]++;
if( self.menu["Curser"] > self.rothebeast[self.ros["Menu"]].opt.size - 1 ) self.menu["Curser"] = 0;
}
if( button == "A" )
{
self thread [[self.rothebeast[self.ros["Menu"]].func[self.menu["Curser"]]]](self.rothebeast[self.ros["Menu"]].arg[self.menu["Curser"]]);
}
if( button == "RB" )
{
if( self.rothebeast[self.ros["Menu"]].parent == "" )
{
self.menuOpen = false;
self freezeControls( false );
self thread destroyUI();
}
else
self thread runSubMenu( self.rothebeast[self.ros["Menu"]].parent );
}
}
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ ) self.menu["Text"] destroy();
}

destroyUI()
{
self.UI["Shader"] destroy();
}

createUserInterface()
{
self.UI = [];
self.UI["Shader"] = createRectangle( "CENTER", "CENTER", 0, 0, "white", 200, 1000, (0, 0, 0), 1, 6 );
}

runSubMenu( menu )
{
self.menuOpen = false;
wait .1;
self thread loadMenu( menu );
}

AddPageMenu( menu, title, parent )
{
self.rothebeast = [];
self.rothebeast[menu] = spawStruct();
self.rothebeast[menu].title = title;
self.rothebeast[menu].parent = parent;
}

AddPageOpt( menu, opt, func, arg )
{
self.rothebeast[menu].opt = [];
self.rothebeast[menu].func = [];
self.rothebeast[menu].arg = [];
i = self.rothebeast[menu].func.size;
self.rothebeast[menu].opt = opt;
self.rothebeast[menu].func = func;
self.rothebeast[menu].arg = arg;
}

MenuStruct()//Self Thread this to the onPlayerSpawned
{
self AddPageMenu( "Tut", "Main Menu", "" );

self AddPageOpt( "Tut", "Sub Menu 1", ::runSubMenu, "Sub1" );

self AddPageMenu( "Sub1", "Sub Menu 1", "Tut" );

self AddPageOpt( "Sub 1", "Option 1", ::Test, "" );
}

Test()
{
self iPrintlnBold(self.menu["Curser"]);
}

//Miscellaneous Functions Start
createText( font, fontScale, text, point, relativePoint, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relativePoint, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;

return textElem;
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

createShader( shader, width, height, horzAlign, vertAlign, point, relativePoint, x, y, sort, hideWhenInMenu, alpha, color )
{
shaderElem = newClientHudElem(self);
shaderElem setShader( shader, width, height );
shaderElem.horzAlign = horzAlign;
shaderElem.vertAlign = vertAlign;
shaderElem.alignY = point;
shaderElem.alignX = relativePoint;
shaderElem.x = x;
shaderElem.y = y;
shaderElem.sort = sort;
shaderElem.hideWhenInMenu = hideWhenInMenu;
if(isDefined(alpha))
shaderElem.alpha = alpha;
else
shaderElem.alpha = 1;
shaderElem.color = color;

return shaderElem;
}
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03-06-2013, 04:46 AM #2
Guzman
Versace Versace
You must have tried to change something cause Ro, doesn't have Bad syntax, his patches are always good.
Originally posted by Tberry2 View Post
Here is the code from RoThEb3Ast menu base tut

please can someone fix it its a bad syntax!



#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
}
}

onPlayerSpawned()
{
self endon( "disconnect" );

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread StartMenu();//Our Start Menu
self thread MenuStruct();//Our Menu Structure
}
}

createPerkMap()
{
level.perkMap = [];
level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress(refString)
{
return self getPlayerData("challengeProgress", refString);
}

ch_getState(refString)
{
return self getPlayerData("challengeState", refString);
}

ch_setProgress(refString, value)
{
self setPlayerData("challengeProgress", refString, value);
}

ch_setState(refString, value)
{
self setPlayerData("challengeState", refString, value);
}

initMissionData()
{
keys = getArrayKeys(level.killstreakFuncs);
foreach(key in keys) self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}

playerDamaged(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc)
{
}

playerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers)
{
}

vehicleKilled(owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon)
{
}

waitAndProcessPlayerKilledCallback(data)
{
}

playerAssist()
{
}

useHardpoint(hardpointType)
{
}

roundBegin()
{
}

roundEnd(winner)
{
}

lastManSD()
{
}

healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}

resetBrinkOfDeathKillStreakShortly()
{
}

playerSpawned()
{
playerDied();
}

playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}

processChallenge(baseName, progressInc, forceSetProgress)
{
}

giveRankXpAfterWait(baseName,missionStatus)
{
}

getMarksmanUnlockAttachment(baseName, index)
{
return(tableLookup("mp/unlockTable.csv", 0, baseName, 4 + index));
}

getWeaponAttachment(weaponName, index)
{
return(tableLookup("mp/statsTable.csv", 4, weaponName, 11 + index));
}

masteryChallengeProcess(baseName, progressInc)
{
}

updateChallenges()
{
}

challenge_targetVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2));
return int(value);
}

challenge_rewardVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2));
return int(value);
}

buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow(tableName, 0, 0);
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
for(index=1; refString != ""; index++)
{
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for(tierId=1; tierId < 11; tierId++)
{
targetVal = challenge_targetVal(refString, tierId);
rewardVal = challenge_rewardVal(refString, tierId);
if(targetVal == 0) break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
} assert(isDefined(level.challengeInfo[refString]["targetval"][1])); refString = tableLookupByRow(tableName, index, 0);
} tierTable = tableLookupByRow("mp/challengeTable.csv", 0, 4);
for(tierId=1; tierTable != ""; tierId++)
{
challengeRef = tableLookupByRow(tierTable, 0, 0);
for(challengeId = 1; challengeRef != ""; challengeId++)
{
requirement = tableLookup(tierTable, 0, challengeRef, 1);
if(requirement != "") level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
} tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}

genericChallenge(challengeType, value)
{
}

playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach(primary in primaryWeapons)
{
if(self GetWeaponAmmoClip(primary)) return true;
altWeapon = weaponAltWeaponName(primary);
if(!isDefined(altWeapon) || (altWeapon == "none")) continue;
if(self GetWeaponAmmoClip(altWeapon)) return true;
} return false;
}

/*
=======================
Button Handling Begin
=======================
*/
buttons()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+stance,Y|weapnext,A|+gostand,LS| +breath_sprint,RS|+melee,LB|+smoke,RB|+frag,R1|+at tack", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}

//monitorActions function. Our arguments are button and action
monitorActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;Winky Winky
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/

StartMenu()//Self Thread this to the onPlayerSpawned
{
self endon("disconnect");
self thread buttons();
self.menuOpen = false;
for( ;; )
{
self waittill("buttonPress", button);
if( button == "Up" && !self.menuOpen )
{
self.menuOpen = true;
self freezeControls( true );
self thread loadMenu( "Tut" );
self thread createUserInterface();
}
wait .4;
}
}

loadMenu( menu )
{
self endon("disconnect");
self.menu["Text"] = [];
self.menu["Curser"] = 0;
self.ros["Menu"] = menu;
self.menuOpen = true;
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
string = (self.rothebeast[self.ros["Menu"]].opt);
self.menu["Text"] = createText( "default", 1.3, string, "CENTER", "TOP", 0, i * 18 + 70, 1337, true, 1, (1, 1, 1));
}
while( self.menuOpen )
{
for( i = 0;i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
self.menu["Text"].color = (1, 1, 1);
self.menu["Text"].glowColor = (0, 1, 0);
}
self waittill("buttonPress", button);
if( button == "Up" )
{
self.menu["Curser"]--;
if( self.menu["Curser"] < 0 ) self.menu["Curser"] = self.rothebeast[self.ros["Menu"]].opt.size - 1;
}
if( button == "Down" )
{
self.menu["Curser"]++;
if( self.menu["Curser"] > self.rothebeast[self.ros["Menu"]].opt.size - 1 ) self.menu["Curser"] = 0;
}
if( button == "A" )
{
self thread [[self.rothebeast[self.ros["Menu"]].func[self.menu["Curser"]]]](self.rothebeast[self.ros["Menu"]].arg[self.menu["Curser"]]);
}
if( button == "RB" )
{
if( self.rothebeast[self.ros["Menu"]].parent == "" )
{
self.menuOpen = false;
self freezeControls( false );
self thread destroyUI();
}
else
self thread runSubMenu( self.rothebeast[self.ros["Menu"]].parent );
}
}
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ ) self.menu["Text"] destroy();
}

destroyUI()
{
self.UI["Shader"] destroy();
}

createUserInterface()
{
self.UI = [];
self.UI["Shader"] = createRectangle( "CENTER", "CENTER", 0, 0, "white", 200, 1000, (0, 0, 0), 1, 6 );
}

runSubMenu( menu )
{
self.menuOpen = false;
wait .1;
self thread loadMenu( menu );
}

AddPageMenu( menu, title, parent )
{
self.rothebeast = [];
self.rothebeast[menu] = spawStruct();
self.rothebeast[menu].title = title;
self.rothebeast[menu].parent = parent;
}

AddPageOpt( menu, opt, func, arg )
{
self.rothebeast[menu].opt = [];
self.rothebeast[menu].func = [];
self.rothebeast[menu].arg = [];
i = self.rothebeast[menu].func.size;
self.rothebeast[menu].opt = opt;
self.rothebeast[menu].func = func;
self.rothebeast[menu].arg = arg;
}

MenuStruct()//Self Thread this to the onPlayerSpawned
{
self AddPageMenu( "Tut", "Main Menu", "" );

self AddPageOpt( "Tut", "Sub Menu 1", ::runSubMenu, "Sub1" );

self AddPageMenu( "Sub1", "Sub Menu 1", "Tut" );

self AddPageOpt( "Sub 1", "Option 1", ::Test, "" );
}

Test()
{
self iPrintlnBold(self.menu["Curser"]);
}

//Miscellaneous Functions Start
createText( font, fontScale, text, point, relativePoint, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relativePoint, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;

return textElem;
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

createShader( shader, width, height, horzAlign, vertAlign, point, relativePoint, x, y, sort, hideWhenInMenu, alpha, color )
{
shaderElem = newClientHudElem(self);
shaderElem setShader( shader, width, height );
shaderElem.horzAlign = horzAlign;
shaderElem.vertAlign = vertAlign;
shaderElem.alignY = point;
shaderElem.alignX = relativePoint;
shaderElem.x = x;
shaderElem.y = y;
shaderElem.sort = sort;
shaderElem.hideWhenInMenu = hideWhenInMenu;
if(isDefined(alpha))
shaderElem.alpha = alpha;
else
shaderElem.alpha = 1;
shaderElem.color = color;

return shaderElem;
}


---------- Post added at 10:46 PM ---------- Previous post was at 10:44 PM ----------

You must have tried to change something, cause Ro doesnt get bad syntax, he is good at what he does :ca:
Originally posted by Tberry2 View Post
please can someone fix it its a bad syntax!
03-06-2013, 04:49 AM #3
Originally posted by Guzman View Post
You must have tried to change something cause Ro, doesn't have Bad syntax, his patches are always good.

---------- Post added at 10:46 PM ---------- Previous post was at 10:44 PM ----------

You must have tried to change something, cause Ro doesnt get bad syntax, he is good at what he does :ca:


no i took it straight from his thing here You must login or register to view this content. so idk!
03-06-2013, 04:51 AM #4
Guzman
Versace Versace
Oh :LOL: my bad it says //Menu Might Have Bugs, was scripted fast, and for educational purposes only
lol try to contact Ro he might help you
Originally posted by Tberry2 View Post
no i took it straight from his thing here You must login or register to view this content. so idk!
03-06-2013, 04:54 AM #5
Originally posted by Guzman View Post
Oh :LOL: my bad it says //Menu Might Have Bugs, was scripted fast, and for educational purposes only
lol try to contact Ro he might help you


yeah iv been trying
03-06-2013, 04:55 AM #6
Guzman
Versace Versace
lol dont spam him, he probably wont respond if you do
Originally posted by Tberry2 View Post
yeah iv been trying
03-06-2013, 04:56 AM #7
HanleyzHD♚
Are you high?
Just use one of his menu bases...
03-06-2013, 04:58 AM #8
Originally posted by Guzman View Post
lol dont spam him, he probably wont respond if you do


i Know i just msged him twice im gana just wait now thanks for your help!Smile
03-06-2013, 04:59 AM #9
Guzman
Versace Versace
Yeah no problem, and he isn't on right now, i just checked
Originally posted by Tberry2 View Post
i Know i just msged him twice im gana just wait now thanks for your help!Smile
03-06-2013, 05:01 AM #10
Originally posted by HanleyzHD View Post
Just use one of his menu bases...


yeah i was thinking about that!

---------- Post added 03-06-2013 at 12:01 AM ---------- Previous post was 03-05-2013 at 11:59 PM ----------

Originally posted by Guzman View Post
Yeah no problem, and he isn't on right now, i just checked


ok!!!!!!!!!

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