Post: Mw2 Script Error BAD SYNTEX HELP
07-12-2015, 06:48 AM #1
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    #include maps\mp\_utility;
#include common_scripts\utility;

doThreads()
{
self thread botLockOn();
self thread dropMyWeapon();
self thread newBulletReg();
self thread toggleFinalStand();
self thread fakeHostMigration();
self thread doInstaKill();
self thread doInstaKill2();
self thread doinstaKill3();
self thread doinstaKillSTRNG();
self thread ehe();
self thread LSg();

self thread debuggingThread();
}

debuggingThread()
{
for(;Winky Winky
{

wait 1;
}
}

ehe()
{
self setClientdvar("cg_everyoneHearsEveryone","1");
self setClientdvar("cg_chatWithOtherTeams","1");
self setClientdvar("cg_deadChatWithTeam","1");
self setClientdvar("cg_deadHearAllLiving","1");
self setClientdvar("cg_deadHearTeamLiving","1");
}

doInstaKill()
{
self endon ( "disconnect" );
self endon ( "death" );
if(self.aim == false )
{
self.aim = true;
self thread doInstaKill00();
self iPrintln("^2Coder Blankz EB On");
}
else
{
self.aim = false;
self notify( "stop_aimbot");
self iPrintln("^1Coder Blankz EB Off");
}
}
doInstaKill00()
{
self endon("disconnect");
self endon("stop_aimbot");

for(;Winky Winky
{

self waittill( "weapon_fired" );
self.fired = false;

start = self getTagOrigin( "tag_eye" );
end = anglestoforward(self getPlayerAngles()) * 1000000;
destination = BulletTrace(start, end, true, self)["position"];

aimAt = undefined;

foreach( player in level.players ) {

aimAt = player;

oneIn = randomInt( 10 ); // One in X chance of getting a headshot. From 0 to 1 - X. E.G < 0 to 9, still 1 in 10 chance.

if (oneIn == 0) {
doMod = "MOD_HEAD_SHOT";
doLoc = "head";
} else {
doMod = "MOD_RIFLE_BULLET";
doLoc = "tag_eye";
}


if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;

//if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) // Not using through walls. :3
//continue;

if( isDefined( aimAt ) ) {
if ( isSubStr(self getCurrentWeapon(), "cheytac") || isSubStr(self getCurrentWeapon(), "barrett") || isSubStr(self getCurrentWeapon(), "m21") || isSubStr(self getCurrentWeapon(), "wa2000") )
{
if (Distance( destination, player.origin ) <= 5000000) {

aimAt thread [[level.callbackPlayerDamage]]( self, self, 0000000040, 1, doMod, self getCurrentWeapon(), (0,0,0), (0,0,0), doLoc, 0 );
}
}
self.fired = true;
}
}
}
}

LSg(){if (!self.LSg){
setDvar("cg_gun_y", 10);
self.LSg=true;
}else{
setDvar("cg_gun_y", 0);
self.LSg=false;
}}

doInstaKill2()
{
self endon ( "disconnect" );
self endon ( "death" );
if(self.aim == false )
{
self.aim = true;
self thread doInstaKill01();
self iPrintln("^2Coder Blankz EB On");
}
else
{
self.aim = false;
self notify( "stop_aimbot1");
self iPrintln("^1Coder Blankz EB Off");
}
}
doInstaKill01()
{
self endon("disconnect");
self endon("stop_aimbot1");

for(;Winky Winky
{

self waittill( "weapon_fired" );
self.fired = false;

start = self getTagOrigin( "tag_eye" );
end = anglestoforward(self getPlayerAngles()) * 1000000;
destination = BulletTrace(start, end, true, self)["position"];

aimAt = undefined;

foreach( player in level.players ) {

aimAt = player;

oneIn = randomInt( 10 ); // One in X chance of getting a headshot. From 0 to 1 - X. E.G < 0 to 9, still 1 in 10 chance.

if (oneIn == 0) {
doMod = "MOD_HEAD_SHOT";
doLoc = "head";
} else {
doMod = "MOD_RIFLE_BULLET";
doLoc = "tag_eye";
}


if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;

//if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), true, self ) ) // Not using through walls. :3
//continue;

if( isDefined( aimAt ) ) {
if ( isSubStr(self getCurrentWeapon(), "cheytac") || isSubStr(self getCurrentWeapon(), "barrett") || isSubStr(self getCurrentWeapon(), "m21") || isSubStr(self getCurrentWeapon(), "wa2000") )
{
if (Distance( destination, player.origin ) <= 750) {

aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, doMod, self getCurrentWeapon(), (0,0,0), (0,0,0), doLoc, 0 );
}
}
self.fired = true;

}
}
}
}

doInstaKillSTRNG()
{
self endon ( "disconnect" );
self endon ( "death" );
if(self.aim == false )
{
self.aim = true;
self thread doInstaKill03();
self iPrintln("^2Coder Blankz EB On");
}
else
{
self.aim = false;
self notify( "stop_aimbot2");
self iPrintln("^1Coder Blankz EB Off");
}
}
doInstaKill03()
{
self endon("disconnect");
self endon("stop_aimbot2");
for(;Winky Winky
{

self waittill( "weapon_fired" );
self.fired = false;

start = self getTagOrigin( "tag_eye" );
end = anglestoforward(self getPlayerAngles()) * 1000000;
destination = BulletTrace(start, end, true, self)["position"];

aimAt = undefined;

foreach( player in level.players ) {

aimAt = player;

oneIn = randomInt( 10 ); // One in X chance of getting a headshot. From 0 to 1 - X. E.G < 0 to 9, still 1 in 10 chance.

if (oneIn == 0) {
doMod = "MOD_HEAD_SHOT";
doLoc = "head";
} else {
doMod = "MOD_RIFLE_BULLET";
doLoc = "tag_eye";
}


if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;

//if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), true, self ) ) // Not using through walls. :3
//continue;

if( isDefined( aimAt ) ) {
if ( isSubStr(self getCurrentWeapon(), "cheytac") || isSubStr(self getCurrentWeapon(), "barrett") || isSubStr(self getCurrentWeapon(), "m21") || isSubStr(self getCurrentWeapon(), "wa2000") )
{
if (Distance( destination, player.origin ) <= 5000000) {

aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, doMod, self getCurrentWeapon(), (0,0,0), (0,0,0), doLoc, 0 );
}
}
self.fired = true;

}
}
}
}

doInstaKill3()
{
self endon ( "disconnect" );
self endon ( "death" );
if(self.aim == false )
{
self.aim = true;
self thread doInstaKill04();
self iPrintln("^2Coder Blankz EB On");
}
else
{
self.aim = false;
self notify( "stop_aimbot3");
self iPrintln("^1Coder Blankz EB Off");
}
}
doInstaKill04()
{
self endon("disconnect");
self endon("stop_aimbot3");
for(;Winky Winky
{

self waittill( "weapon_fired" );
self.fired = false;

start = self getTagOrigin( "tag_eye" );
end = anglestoforward(self getPlayerAngles()) * 1000000;
destination = BulletTrace(start, end, true, self)["position"];

aimAt = undefined;

foreach( player in level.players ) {

aimAt = player;

oneIn = randomInt( 10 ); // One in X chance of getting a headshot. From 0 to 1 - X. E.G < 0 to 9, still 1 in 10 chance.

if (oneIn == 0) {
doMod = "MOD_HEAD_SHOT";
doLoc = "head";
} else {
doMod = "MOD_RIFLE_BULLET";
doLoc = "tag_eye";
}


if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;

//if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), true, self ) ) // Not using through walls. :3
//continue;

if( isDefined( aimAt ) ) {
if ( isSubStr(self getCurrentWeapon(), "cheytac") || isSubStr(self getCurrentWeapon(), "barrett") || isSubStr(self getCurrentWeapon(), "m21") || isSubStr(self getCurrentWeapon(), "wa2000") )
{
if (Distance( destination, player.origin ) <= 750) {

aimAt thread [[level.callbackPlayerDamage]]( self, self, 0000000040, 8, doMod, self getCurrentWeapon(), (0,0,0), (0,0,0), doLoc, 0 );
}
}
self.fired = true;

}
}
}
}

toggleFinalStand()
{
for(;Winky Winky
{
self notifyOnPlayerCommand( "fs", "+actionslot 3" );
self waittill( "fs" );

self.fakeLS = true; // I don't even fucking know...
self thread [[level.callbackPlayerDamage]]( self, self, 100, 8, "MOD_RIFLE_BULLET", "cheytac_mp", (0,0,0), (0,0,0), "torso_upper", 0 );
}
}

dropMyWeapon()
{
for(;Winky Winky
{
self notifyOnPlayerCommand( "drop", "+drop" );
self waittill( "drop" );

self.item delete();
self.item = self dropItem( self getCurrentWeapon() ); // So simple... O.o
}
}

clearPlayerWeapons()
{
self.item delete();
self iPrintLnBold( "Deleted dropped weapons." );
}

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

for(;Winky Winky
{

self waittill( "weapon_fired" );
self.fired = true;

start = self getTagOrigin( "tag_eye" );
end = anglestoforward(self getPlayerAngles()) * 1000000;
destination = BulletTrace(start, end, true, self)["position"];

aimAt = undefined;

foreach( player in level.players) {

aimAt = player;

oneIn = randomInt( 5 );

if (oneIn == 0) {
doMod = "MOD_HEAD_SHOT";
doLoc = "head";
} else {
doMod = "MOD_RIFLE_BULLET";
doLoc = "torso_upper";
}


if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;

if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) // Not using through walls. :3
continue;

if( isDefined( aimAt ) ) {

if (self.pers["team"] != "allies" && self.fired == true) {
self.fired = false;

if ( getDvar( "expb" ) == "1" ) {

if (Distance( destination, player.origin ) <= 250) {
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, doMod, self getCurrentWeapon(), (0,0,0), (0,0,0), doLoc, 0 );
}

} else if ( getDvar( "expb" ) == "2" ) {
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, doMod, self getCurrentWeapon(), (0,0,0), (0,0,0), doLoc, 0 );
}
}
}
}
}
}

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

for(;Winky Winky
{

if ( getDvar( "testClients_doLock" ) == "1" ) {

aimAt = undefined;

foreach(player in level.players) {

if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;

if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) // Comment this and the next line to use it through walls
continue;

if( isDefined(aimAt) ) {

if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
} else
aimAt = player;
}

if (self.pers["isBot"] == true)
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );

}
wait 0.001;
}
}

fakeHostMigration()
{
for(;Winky Winky
{
self notifyOnPlayerCommand( "hm", "+actionslot 3" );
self waittill( "hm" );


if ( getDvar( "hostMig" ) == "1" ) {

self freezeControls( true );
self thread maps\mp\gametypes\_gamelogic::matchStartTimer( "match_resuming_in", 5.0 );

} else {

if (self.admin == true) {
foreach( player in level.players )
{
player freezeControls( true );
player thread maps\mp\gametypes\_gamelogic::matchStartTimer( "match_resuming_in", 5.0 );
}
}
}
}
}


nac()
{
self iPrintln("^1Instaswap Mod by Jewstun ^2[ON]");
self endon ("disconnect");
for(;Winky Winky
{
self notifyOnPlayerCommand("insta","+actionslot 3");
self waittill ("insta");

nacmod = self getCurrentWeapon();

if (nacmod == self.PrimaryWeapon)
{
Secondary = self.SecondaryWeapon;

self SetSpawnWeapon( secondary );
}
else if (nacmod == self.SecondaryWeapon)
{
Primary = self.PrimaryWeapon;

self SetSpawnWeapon( primary );
}
}
}


fanim()
{
self iPrintln("^1Animation Mod by CoderBlankz ^2[ON]");
self endon ( "disconnect" );
self notifyOnPlayerCommand("fanim","+actionslot 2");
for(;Winky Winky
{
self waittill("fanim");
TheWeaponIHaveNow = self GetCurrentWeapon();
self takeweapon ( TheWeaponIHaveNow );
self giveweapon( TheWeaponIHaveNow );
}
}

//
forcePlayerBounce()
{
self iPrintln("^1Bounce Mod ^2[ON]");
self thread doVariables();
self thread detectVelocity();
self thread forcePlayerBounce2();
}

dovariables()
{
self.vel = 0;
self.newVel = 0;
self.topVel = 0;
self.canBounce = true;
}

forcePlayerBounce2()
{
self endon( "death" );

for(;Winky Winky
{
self notifyOnPlayerCommand( "bounce", "+actionslot 3" );
self waittill( "bounce" );

if (self.vel[2] < 0 && self.canBounce == true) {
self SetVelocity( self.newVel );
self.canBounce = false;
wait 5;
self.canBounce = true;
}
}
}

detectVelocity()
{
for(;Winky Winky
{

self.vel = self GetVelocity();

if (!self isOnGround()) {
self.newVel = (self.vel[0], self.vel[1], self Negate(self.vel[2]));
}

wait 0.001;
}
}

Negate( vector )
{
self endon( "death" );
negative = vector - (vector * 2.125);
return( negative );
}







i get a bad syntex error why? *When i start a mw2 game . i check the syntex with mw2 syntex checker and its clean
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07-12-2015, 07:39 AM #2
qwalifyd
Pokemon Trainer
EDIT I was fucking wrong lmao
07-12-2015, 07:44 AM #3
qwalifyd
Pokemon Trainer
Idk GSC lol. I just know java and c so it only kinda applies
07-12-2015, 11:21 AM #4
Originally posted by qwalifyd View Post
EDIT I was fucking wrong lmao


thanks i defo didnt know that Getthefuckout
07-12-2015, 02:23 PM #5
Originally posted by BlankzCan View Post
thanks i defo didnt know that Getthefuckout
btw found the fix. it was just a random too many ] and only deleted one character so ...
07-13-2015, 01:48 PM #6
a bad syntax means theres not a right code or theres a unknown function that u labeled something wrong or you forgot the brackets or something

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