Syntax error in gsc studio
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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.