Code isn't working when i load a mod?

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Reality
CJ Newbie
CJ Newbie
Posts: 51
Joined: May 3rd, 2011, 9:57 pm

Code isn't working when i load a mod?

Post by Reality » October 2nd, 2011, 10:04 pm

I got this code from mp_spacestation to change the speed of a player and invisible and visible.

Code: Select all

cake(speed) {

	for(;;) {

		self waittill("trigger", user);

		user thread death();

		if(!isDefined(user.cakeSpeed))
			user resetSpeed();

		if(user.cakeSpeed > 0.25 || speed > 0) {

			user.cakeSpeed += speed;

			user setMoveSpeedScale(user.cakeSpeed);

			/*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
			user.notifyText setPulseFX(50, 4000, 1000 );
			user.notifyText.glowColor = (0.3, 0.6, 0.3);
			user.notifyText.glowAlpha = 1;
			user.notifyText.alpha = 1;
			*/user/*.notifyText setText*/ iPrintLnBold("Speed Scale: " + user.cakeSpeed);
		}

		wait 0.05;
	}
}

candle() {

	for(;;) {

		self waittill("trigger", user);

		user resetSpeed();

		user setMoveSpeedScale(user.cakeSpeed);

		/*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
		user.notifyText setPulseFX(50, 4000, 1000 );
		user.notifyText.glowColor = (0.3, 0.6, 0.3);
		user.notifyText.glowAlpha = 1;
		user.notifyText.alpha = 1;
		*/user/*.notifyText setText*/ iPrintLnBold("Speed Scale Reset");

		wait 0.05;
	}
}

death() {

	if(isDefined(self.deathing))
		return;

	self.deathing = true;

	self waittill("spawned_player");

	self setMoveSpeedScale(self.cakeSpeed);

	self.deathing = undefined;
}

resetSpeed() {

	switch(weaponClass(self.pers["primaryWeapon"] + "_mp")) {

		case "rifle":
			self.cakeSpeed = 0.95;
			break;
		case "pistol":
			self.cakeSpeed = 1.0;
			break;
		case "mg":
			self.cakeSpeed = 0.875;
			break;
		case "smg":
			self.cakeSpeed = 1.0;
			break;
		case "spread":
			self.cakeSpeed = 1.0;
			break;
		default:
			self.cakeSpeed = 1.0;
			break;
	}
}

invisable(bool) {

	for(;;) {

		self waittill("trigger", user);

		if((!isDefined(user.invisable) && bool) || (isDefined(user.invisable) && user.invisable != bool)) {

			if(bool)
				user thread death2();

			user.invisable = bool;

			str = "Inv";

			if(bool)
				user hide();

			else {

				user show();
		
				str = "V";
			}

			/*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
			user.notifyText setPulseFX(50, 4000, 1000 );
			user.notifyText.glowColor = (0.3, 0.6, 0.3);
			user.notifyText.glowAlpha = 1;
			user.notifyText.alpha = 1;
			*/user/*.notifyText setText*/ iPrintLnBold("You are now " + str + "isable");
		}

		wait 0.05;
	}
}


death2() {

	if(isDefined(self.deathing2))
		return;

	while(self.invisable) {

		self.deathing2 = true;

		self waittill("spawned_player");

		self show();
		self.invisable = false;

		break;
	}

	self.deathing2 = undefined;
}
When i load a codjumper mod, try to use this..it doesn't work, but when i test the map in cdo tool it works fine. Here's my GSC,

Code: Select all

cake(speed) {

	for(;;) {

		self waittill("trigger", user);

		user thread death();

		if(!isDefined(user.cakeSpeed))
			user resetSpeed();

		if(user.cakeSpeed > 0.25 || speed > 0) {

			user.cakeSpeed += speed;

			user setMoveSpeedScale(user.cakeSpeed);

			/*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
			user.notifyText setPulseFX(50, 4000, 1000 );
			user.notifyText.glowColor = (0.3, 0.6, 0.3);
			user.notifyText.glowAlpha = 1;
			user.notifyText.alpha = 1;
			*/user/*.notifyText setText*/ iPrintLnBold("Speed Scale: " + user.cakeSpeed);
		}

		wait 0.05;
	}
}

candle() {

	for(;;) {

		self waittill("trigger", user);

		user resetSpeed();

		user setMoveSpeedScale(user.cakeSpeed);

		/*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
		user.notifyText setPulseFX(50, 4000, 1000 );
		user.notifyText.glowColor = (0.3, 0.6, 0.3);
		user.notifyText.glowAlpha = 1;
		user.notifyText.alpha = 1;
		*/user/*.notifyText setText*/ iPrintLnBold("Speed Scale Reset");

		wait 0.05;
	}
}

death() {

	if(isDefined(self.deathing))
		return;

	self.deathing = true;

	self waittill("spawned_player");

	self setMoveSpeedScale(self.cakeSpeed);

	self.deathing = undefined;
}

resetSpeed() {

	switch(weaponClass(self.pers["primaryWeapon"] + "_mp")) {

		case "rifle":
			self.cakeSpeed = 0.95;
			break;
		case "pistol":
			self.cakeSpeed = 1.0;
			break;
		case "mg":
			self.cakeSpeed = 0.875;
			break;
		case "smg":
			self.cakeSpeed = 1.0;
			break;
		case "spread":
			self.cakeSpeed = 1.0;
			break;
		default:
			self.cakeSpeed = 1.0;
			break;
	}
}

invisable(bool) {

	for(;;) {

		self waittill("trigger", user);

		if((!isDefined(user.invisable) && bool) || (isDefined(user.invisable) && user.invisable != bool)) {

			if(bool)
				user thread death2();

			user.invisable = bool;

			str = "Inv";

			if(bool)
				user hide();

			else {

				user show();
		
				str = "V";
			}

			/*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
			user.notifyText setPulseFX(50, 4000, 1000 );
			user.notifyText.glowColor = (0.3, 0.6, 0.3);
			user.notifyText.glowAlpha = 1;
			user.notifyText.alpha = 1;
			*/user/*.notifyText setText*/ iPrintLnBold("You are now " + str + "isable");
		}

		wait 0.05;
	}
}


death2() {

	if(isDefined(self.deathing2))
		return;

	while(self.invisable) {

		self.deathing2 = true;

		self waittill("spawned_player");

		self show();
		self.invisable = false;

		break;
	}

	self.deathing2 = undefined;
}

What's the problem here?

Reality
CJ Newbie
CJ Newbie
Posts: 51
Joined: May 3rd, 2011, 9:57 pm

Re: Code isn't working when i load a mod?

Post by Reality » October 2nd, 2011, 10:05 pm

Sorry for double post, this is my GSC

Code: Select all

main()
{
        //maps\mp\mp_gamejump_fx::main();
        //maps\createart\mp_gamejump_art::main();
        maps\mp\_door::main();
        maps\mp\_load::main();
        maps\mp\_teleport::main();      
        
        maps\mp\_compass::setupMiniMap("compass_map_mp_gamejump");
 
        //setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
        //VisionSetNaked( "mp_gamejump" );
        ambientPlay("ambient_backlot_ext");
 
        game["allies"] = "marines";
        game["axis"] = "opfor";
        game["attackers"] = "axis";
        game["defenders"] = "allies";
        game["allies_soldiertype"] = "desert";
        game["axis_soldiertype"] = "desert";
 
        setdvar( "r_specularcolorscale", "1" );
 
        setdvar("r_glowbloomintensity0",".25");
        setdvar("r_glowbloomintensity1",".25");
        setdvar("r_glowskybleedintensity0",".3");
        setdvar("compassmaxrange","1800");
        
        thread diaglift_slider();
        thread diaglift_slider2();
        thread teleporter();
        thread teleporter2();
        thread rotate();
        thread rotate2();
        thread weapon_vend1();
        thread weapon_vend2();
        thread weapon_vend3();
        thread weapon_vend4();
        thread weapon_vend5();
        thread weapon_vend6();
        thread weapon_vend7();
        thread printer1();
        thread printer2();
        thread printer3();
        thread printer4();
        thread printer5();
        thread kill();
        thread diaglift_slider3();
        thread thekilling();
        thread thekilling2();
        thread theprisoner1();
        thread theprisoner2();
        thread quake();
        endofmap();
        
        getEnt("plus", "targetname")  thread cake( 0.25);
        getEnt("minus", "targetname") thread cake(-0.25);
 
        getEnt("reset", "targetname") thread candle();
 
        getEnt("vis", "targetname")  thread invisable(false);
        getEnt("invis", "targetname") thread invisable(true);
        
        movePlatform();
}
 
diaglift_slider() 
{ 
        diaglift=getent( "start", "targetname" ); 
        trig = getent( "startswitch", "targetname" );
 
        while(true) 
        { 
                trig waittill ("trigger", user); 
                if(user UseButtonPressed())
                 {
                   diaglift movey(65, 1, 0, 0); 
                   diaglift waittill ("movedone"); 
                   wait (5); 
                   diaglift movey(-65, 1, 0, 0); 
                   diaglift waittill ("movedone"); 
                   wait (5);  
               }
       }
}
 
diaglift_slider2() 
{ 
        diaglift2=getent( "vent", "targetname" ); 
        trig = getent( "ventswitch", "targetname" );
 
        while(true) 
        { 
                trig waittill ("trigger", user); 
                if(user UseButtonPressed())
                 {
                   diaglift2 moveX(50, 2, 0, 0); 
                   diaglift2 waittill ("movedone"); 
                   wait (5); 
                   diaglift2 moveX(-50, 2, 0, 0); 
                   diaglift2 waittill ("movedone"); 
                   wait (5);  
               }
       }
}

Code: Select all

teleporter() 
{
teleporttrigger = getent( "gamestart","targetname" );
while (1)
   
   {
   teleporttrigger waittill ( "trigger",player );
   if(player UseButtonPressed())
   {
    player thread maps\mp\_flashgrenades::applyFlash(6, 0.75);
        wait (0.5);
        player setorigin((5086, -2, -1388));
        player iprintlnbold("Welcome to ^3The Game^7.");
        }
   }
}
 
teleporter2()
{
teleporttrigger = getent( "admin","targetname" );
while (1)
   
   {
   teleporttrigger waittill ( "trigger",player );
   if(isdefined(player.vip))
   {
        player iprintlnbold("Welcome ^7to the ^1A^7dmin ^1Z^7one");
        player setorigin((961, -686, 333));
        }
   }
}
 
cake(speed) {
 
        for(;;) {
 
                self waittill("trigger", user);
 
                user thread death();
 
                if(!isDefined(user.cakeSpeed))
                        user resetSpeed();
 
                if(user.cakeSpeed > 0.25 || speed > 0) {
 
                        user.cakeSpeed += speed;
 
                        user setMoveSpeedScale(user.cakeSpeed);
 
                        /*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
                        user.notifyText setPulseFX(50, 4000, 1000 );
                        user.notifyText.glowColor = (0.3, 0.6, 0.3);
                        user.notifyText.glowAlpha = 1;
                        user.notifyText.alpha = 1;
                        */user/*.notifyText setText*/ iPrintLnBold("Speed Scale: " + user.cakeSpeed);
                }
 
                wait 0.05;
        }
}
 
candle() {
 
        for(;;) {
 
                self waittill("trigger", user);
 
                user resetSpeed();
 
                user setMoveSpeedScale(user.cakeSpeed);
 
                /*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
                user.notifyText setPulseFX(50, 4000, 1000 );
                user.notifyText.glowColor = (0.3, 0.6, 0.3);
                user.notifyText.glowAlpha = 1;
                user.notifyText.alpha = 1;
                */user/*.notifyText setText*/ iPrintLnBold("Speed Scale Reset");
 
                wait 0.05;
        }
}
 

Code: Select all

 
death() {
        if(isDefined(self.deathing))
                return;
 
        self.deathing = true;
        self waittill("spawned_player");
        self setMoveSpeedScale(self.cakeSpeed);
        self.deathing = undefined;
}
 
resetSpeed() {
        switch(weaponClass(self.pers["primaryWeapon"] + "_mp")) {
 
                case "rifle":
                        self.cakeSpeed = 0.95;
                        break;
                case "pistol":
                        self.cakeSpeed = 1.0;
                        break;
                case "mg":
                        self.cakeSpeed = 0.875;
                        break;
                case "smg":
                        self.cakeSpeed = 1.0;
                        break;
                case "spread":
                        self.cakeSpeed = 1.0;
                        break;
                default:
                        self.cakeSpeed = 1.0;
                        break;
        }
}
 
invisable(bool) {
        for(;;) {
                self waittill("trigger", user);
 
                if((!isDefined(user.invisable) && bool) || (isDefined(user.invisable) && user.invisable != bool)) {
 
                        if(bool)
                                user thread death2();
 
                        user.invisable = bool; 
                        str = "Inv";
 
                        if(bool)
                                user hide(); 
                        else { 
                                user show();                
                                str = "V";
                        }
 
                        /*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
                        user.notifyText setPulseFX(50, 4000, 1000 );
                        user.notifyText.glowColor = (0.3, 0.6, 0.3);
                        user.notifyText.glowAlpha = 1;
                        user.notifyText.alpha = 1;
                        */user/*.notifyText setText*/ iPrintLnBold("You are now " + str + "isable");
                } 
                wait 0.05;
        }
}
 
death2() { 
        if(isDefined(self.deathing2))
                return;
 
        while(self.invisable) { 
                self.deathing2 = true; 
                self waittill("spawned_player"); 
                self show();
                self.invisable = false; 
                break;
        }
 
        self.deathing2 = undefined;
}

Code: Select all

 
movePlatform()
{
        platform = getent( "platform", "targetname" );
        for(;;)
        {
                platform moveX(-1300, 6, 0, 0);
                 platform waittill("movedone");
                platform moveX(1300, 6, 0, 0);
                 platform waittill("movedone");
        }
}
 
rotate()
{
rotate_obj = getentarray("wallspin","targetname");
if(isdefined(rotate_obj))
{
 for(i=0;i<rotate_obj.size;i++)
 {
  rotate_obj[i] thread ra_rotate();
 }
}
}
 
ra_rotate()
{
if (!isdefined(self.speed))
 self.speed = 3;
if (!isdefined(self.script_noteworthy))
 self.script_noteworthy = "x";
 
while(true)
{
 // rotateYaw(float rot, float time, <float acceleration_time>, <float deceleration_time>);
 if (self.script_noteworthy == "z")
  self rotateYaw(360,self.speed);
 else if (self.script_noteworthy == "x")
  self rotateRoll(360,self.speed);
 else if (self.script_noteworthy == "y")
  self rotatePitch(360,self.speed);
 wait ((self.speed)-0.1); // removes the slight hesitation that waittill("rotatedone"); gives.
 // self waittill("rotatedone");
}
}

Code: Select all

rotate2()
{
rotate_obj = getentarray("wallspintwo","targetname");
if(isdefined(rotate_obj))
{
 for(i=0;i<rotate_obj.size;i++)
 {
  rotate_obj[i] thread ra_rotate();
 }
}
}
 
ra_rotate2()
{
if (!isdefined(self.speed))
 self.speed = 4;
if (!isdefined(self.script_noteworthy))
 self.script_noteworthy = "x";
 
while(true)
{
 // rotateYaw(float rot, float time, <float acceleration_time>, <float deceleration_time>);
 if (self.script_noteworthy == "z")
  self rotateYaw(360,self.speed);
 else if (self.script_noteworthy == "x")
  self rotateRoll(360,self.speed);
 else if (self.script_noteworthy == "y")
  self rotatePitch(360,self.speed);
 wait ((self.speed)-0.1); // removes the slight hesitation that waittill("rotatedone"); gives.
 // self waittill("rotatedone");
}
}
 
weapon_vend1()
{
trigger = getent ("weapon_vend1_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Bounce Gun");
wait(0.1);      
user giveWeapon( "ak47_silencer_mp");
user giveMaxammo("ak47_silencer_mp");
wait 0.1;
user switchToWeapon("ak47_silencer_mp");
wait 0.1;
}
}
 
weapon_vend2()
{
trigger = getent ("weapon_vend2_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3P90");
wait(0.1);      
user giveWeapon( "p90_acog_mp");
user giveMaxammo("p90_acog_mp");
wait 0.1;
user switchToWeapon("p90_acog_mp");
wait 0.1;
}
}
 
weapon_vend3()
{
trigger = getent ("weapon_vend3_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3G36C");
wait(0.1);      
user giveWeapon( "g36c_reflex_mp");
user giveMaxammo("g36c_reflex_mp");
wait 0.1;
user switchToWeapon("g36c_reflex_mp");
wait 0.1;
}
}
 
weapon_vend4()
{
trigger = getent ("weapon_vend4_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Dragunov");
wait(0.1);      
user giveWeapon( "dragunov_mp");
user giveMaxammo("dragunov_mp");
wait 0.1;
user switchToWeapon("dragunov_mp");
wait 0.1;
}
}
 
weapon_vend5()
{
trigger = getent ("weapon_vend5_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Ak74u");
wait(0.1);      
user giveWeapon( "ak74u_mp");
user giveMaxammo("ak74u_mp");
wait 0.1;
user switchToWeapon("ak74u_mp");
wait 0.1;
}
}
 
weapon_vend6()
{
trigger = getent ("weapon_vend6_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Colt45");
wait(0.1);      
user giveWeapon( "colt45_mp");
user giveMaxammo("colt45_mp");
wait 0.1;
user switchToWeapon("colt45_mp");
wait 0.1;
}
}
 
weapon_vend7()
{
trigger = getent ("weapon_vend7_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Gravity Gun");
wait(0.1);      
user giveWeapon( "usp_mp");
user giveMaxammo("usp_mp");
wait 0.1;
user switchToWeapon("usp_mp");
wait 0.1;
}
}

Code: Select all

printer1()
{
trigger = GetEnt( "text1", "targetname" );
while (1)
        {
        trigger waittill ("trigger", user);
                {
                iprintlnbold( "^3ROTANT ^7is ^3BOSS^7!!!");
                wait 4;
                }
        }
}
printer2()
{
trigger = GetEnt( "text2", "targetname" );
while (1)
        {
        trigger waittill ("trigger", user);
                {
                iprintlnbold( "BOW DOWN TO ^3ROTANT^7!!!");
                wait 4;
                }
        }
}
printer3()
{
trigger = GetEnt( "text3", "targetname" );
while (1)
        {
        trigger waittill ("trigger", user);
                {
                iprintlnbold( " ^3ROTANTS ^5XFIRE: ^3dynamicivjoel");
                wait 4;
                }
        }
}
printer4()
{
trigger = GetEnt( "text4", "targetname" );
while (1)
        {
        trigger waittill ("trigger", user);
                {
                iprintlnbold( "^3www.^1explicit-bouncers.shadowstrikersclan^3.com");
                wait 4;
                }
        }
}
printer5()
{
trigger = GetEnt( "text5", "targetname" );
while (1)
        {
        trigger waittill ("trigger", user);
                {
                iprintlnbold( "^3MAP CREATED BY: ^7ROTANT");
                wait 4;
                }
        }
}

Code: Select all

 
kill()
 
{
trigger = getent( "Deathtrigger","targetname" );
while (1)
   
   {
   trigger waittill ("trigger",player);
   if(player isTouching(trigger) )
   {
    player suicide();
   }
}
}
 
 
 
diaglift_slider3() 
{ 
        diaglift3=getent( "thesecret", "targetname" ); 
        trig = getent( "theswitch", "targetname" );
 
        while(true) 
        { 
                trig waittill ("trigger", user); 
                if(user UseButtonPressed())
                 {
                   diaglift3 movez(96, 1, 0, 0); 
                   diaglift3 waittill ("movedone"); 
                   wait (3); 
                   diaglift3 movez(-96, 1, 0, 0); 
                   diaglift3 waittill ("movedone"); 
                   wait (3);  
               }
       }
}
 
 
 
theprisoner1()
{
mapteleswitch = getent("mapteleswitch","targetname");
maptele = getent("maptele","targetname");
maptele thread maps\mp\_utility::triggerOff();
 
while(1)
   {
   mapteleswitch waittill ("trigger",user);
      maptele thread maps\mp\_utility::triggerOn();
          if(user UseButtonPressed())
user iprintlnbold ("^3**^7Teleporting players to Jail^3**");
      wait 1;
      maptele thread maps\mp\_utility::triggerOff();
   }
}
 
theprisoner2()
{
maptele = getent("maptele","targetname");
while (1)
        {
                maptele waittill ("trigger", prisoner1 );
      org3 = (-3627,-145,244);
      prisoner1 setOrigin(org3, 0.1);
                wait 1;
        }
 
 
}
 
 
 
thekilling()
{
switch_status1 = 0;
killjail = getent("killjail","targetname");
deathjail = getent("deathjail","targetname");
deathjail thread maps\mp\_utility::triggerOff();
 
while(1)
   {
   killjail waittill ("trigger",user);
   if(user UseButtonPressed())
   if(switch_status1 == 0)
      {
      deathjail thread maps\mp\_utility::triggerOn();
user iprintlnbold ("^3**^7Gas turned on inside jail!^3**");
      switch_status1 = 1;
      wait 2;
      }
   else if(switch_status1 == 1)
      {
      deathjail thread maps\mp\_utility::triggerOff();
        user iprintlnbold ("^3**^7Removing gas from jail!^3**");
      switch_status1 = 0;
      wait 2;
      }
   }
}
 
thekilling2()
{
deathjail = getent("deathjail","targetname");
while (1)
        {
                deathjail waittill ("trigger", deathy );
                deathy suicide();
                wait 1;
        }
 
 
}
 
 
 
quake()
 
{
trigger = getent("earthquake","targetname"); // this finds the entity you created (the trigger)
quake = getent("quake","targetname");      // this finds the entity you created (the origin named  quke)
sound = getent("sound","targetname");      // this finds the entity you created (the origin named  sound)
while (1)
 
   {
   trigger waittill ("trigger",user);
   wait 1;
   iprintlnbold( "^WHAT THE FUUUUUUUUUUUUUUUUU!!!!");    //prints inbold "EAARRTHHHQUUAAKKE!!!" to all the users  on the map, feel free to change the text :)
   sound PlaySound( "elm_quake_sub_rumble");  //plays the sound of an earthquake at the origin  "sound"
   Earthquake( 0.7, 8, quake.origin, 10000 ); // (magnitude of the earthquake, length, at what origin,  and the radius) these values can be changed apart from the origin
   wait 2;
   }
}
 
 
 
endofmap()
{
trigger = getent("end","targetname");
 
        while (1)
        {
                trigger waittill ("trigger", user );
                if ( isPlayer( user ) && isAlive( user ) && isdefined( user.done ) )
                                        {
                                        wait 0.5;
                                        }
                else
                        {
user iprintlnbold ("Weldone ^3" + user.name + "^7, you have completed ^3The Game!");
user iprintlnbold ("Map by ^3ROTANT ^7- ^3E^7xplicit ^3B^7ouncers");            
                        user.done = true;
                        }
        }
}
 
Last edited by Drofder2004 on October 3rd, 2011, 12:53 am, edited 4 times in total.
Reason: Added CoD script to code

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<LT>YosemiteSam[NL]
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Re: Code isn't working when i load a mod?

Post by <LT>YosemiteSam[NL] » October 2nd, 2011, 10:35 pm

Reality wrote:
What's the problem here?
That you made 2 topics regarding the same problem ?

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Rezil
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Re: Code isn't working when i load a mod?

Post by Rezil » October 2nd, 2011, 10:39 pm

WALLS OF CODE. NOTHING BUT WALLS OF CODE AAARGH.

Do the print lines work normally in the CJ mod? Perhaps the CJ mod has its own code for player invisibility/speed.
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[...]
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<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Drofder2004
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Re: Code isn't working when i load a mod?

Post by Drofder2004 » October 3rd, 2011, 12:44 am

Do some debugging yourself, there is absolutely no way I am reading all that code to find one issue.

While running CJ Mod (For CoD4 only), you can use the function
"setErr(string)" to debug.

For example:

Code: Select all

setErr( " Function( player ) is equal to " + level.somevalue );
setErr( " Main() has completed " );
Place these inside different functions and place next to any changing variables.
Then use the function above to print a string you can review.

Finally, type in console "/clear; cj_errors" to get the debug print out.

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