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Code isn't working when i load a mod?

Posted: October 2nd, 2011, 10:04 pm
by Reality
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?

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

Posted: October 2nd, 2011, 10:05 pm
by Reality
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;
                        }
        }
}
 

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

Posted: October 2nd, 2011, 10:35 pm
by <LT>YosemiteSam[NL]
Reality wrote:
What's the problem here?
That you made 2 topics regarding the same problem ?

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

Posted: October 2nd, 2011, 10:39 pm
by Rezil
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.

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

Posted: October 3rd, 2011, 12:44 am
by Drofder2004
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.

[Added Code=cod tags]