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Syntax error in gsc studio

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  • Bloopd0gundefined Offline
    Bloopd0gundefined Offline
    Bloopd0g
    wrote on last edited by
    #1

    A month or two ago me and my wife were trying to play zombies together, though she has always used a controller. I found an aim assist script and cobbled it together for it to only work for her all the time. I changed pc's and somehow lost the original script that I had compiled and that had worked in gsc studio, and now im back to having a syntax issue. I remember having the same issue when I first attempted this, but I do not remember how I solved it.

    
    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/gametypes/_hud_util;
    #include maps/mp/gametypes/_hud_message;
    #include maps/mp/zombies/_zm_perks;
    #include maps/mp/zombies/_zm_utility;
    init()
    {
    	level thread onplayerconnect();
    
    }
    
    onPlayerConnect()
    {
    	level endon("end_game");
        for(;;)
        {
            self waittill_either( "spawned_player", "player_revived" );
            
            if (player.name == "Taternastee")
            {
                  player thread AimAssist();
            }   else	{
            return(0);
            
    }
    }
    
    
     			
     			
     			AimAssist() ///IT SAYS THIS LINE HAS BAD SYNTAX-------------------
    {
    	self endon( "disconnect" );
    	self waittill( "spawned_player" );
    	flag_wait( "initial_blackscreen_passed" );
    	self thread is_player_aiming();
    	view_pos = self getweaponmuzzlepoint();
    	zombies = get_array_of_closest( view_pos, getaiarray( level.zombie_team ), undefined, undefined, undefined );
    	range_squared *= 300;
    	i = 0;
    	while( i < zombies.size )
    	{
    		if( !(isalive( zombies[ i] ))isalive( zombies[ i] ) )
    		{
    			continue;
    		}
    		enemy_origin = zombies[ i].origin;
    		test_range_squared = distancesquared( view_pos, enemy_origin );
    		if( test_range_squared < range_squared )
    		{
    			if( zombies[ i] player_can_see_me( self ) )
    			{
    				while( !(self.isaiming)self.isaiming && !(self isreloading()) )
    				{
    					self setplayerangles( vectortoangles( zombies[ i] gettagorigin( "j_spine4" ) - self geteye() ) );
    					while( self adsbuttonpressed() )
    					{
    						wait 0.05;
    					}
    				}
    			}
    		}
    		i++;
    	}
    	wait 0.05;
    	?;
    
    }
    player_can_see_me( player )
    {
    	playerangles = player getplayerangles();
    	playerforwardvec = anglestoforward( playerangles );
    	playerunitforwardvec = vectornormalize( playerforwardvec );
    	banzaipos = self.origin;
    	playerpos = player getorigin();
    	playertobanzaivec -= playerpos;
    	playertobanzaiunitvec = vectornormalize( playertobanzaivec );
    	forwarddotbanzai = vectordot( playerunitforwardvec, playertobanzaiunitvec );
    	if( forwarddotbanzai >= 1 )
    	{
    		anglefromcenter = 0;
    	}
    	else
    	{
    		if( forwarddotbanzai <= -1 )
    		{
    			anglefromcenter = 180;
    		}
    		else
    		{
    			anglefromcenter = acos( forwarddotbanzai );
    		}
    	}
    	playerfov = getdvarfloat( "cg_fov" );
    	banzaivsplayerfovbuffer = getdvarfloat( "g_banzai_player_fov_buffer" );
    	if( banzaivsplayerfovbuffer <= 0 )
    	{
    		banzaivsplayerfovbuffer = 0.2;
    	}
    	playercanseeme = ( anglefromcenter <= playerfov ) * ( 0.5 * ( 1 - banzaivsplayerfovbuffer ) );
    	return playercanseeme;
    
    }
    
    is_player_aiming()
    {
    	self.isaiming = 0;
    	for(;;)
    	{
    	aiming = 0;
    	self.isaiming = 0;
    	while( self adsbuttonpressed() )
    	{
    		aiming++;
    		if( aiming > 1 )
    		{
    			self.isaiming = 1;
    		}
    		wait 0.05;
    	}
    	wait 0.05;
    	}
    
    }
    
     if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
        {
            if ( !is_true( self._retain_perks ) )
            {
                self thread watch_for_respawn();
                self._retain_perks = 1;
            }
        }
    }
    
    
    
    
    
    

    though I do remember it was a relatively simple thing that I somehow figured out on my own from my own forgotten coding knowledge.
    Also If anyone can figure it out, can someone kindly add a way to make the players always have infinite sprint with staminup and mule kick.

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