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Bad Syntax ERROR deleting my map?!?!?

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Created 7 years ago
by Deleted User
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I honestly dont know wtf happened! this map took me a week to make and now its ruined! radiant loads a default template when loading the map in waw it says bad syntax. idk whats causing this issue so here is my entire maps GSC. codes and other things in it.

/*
   Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
      Scripter: Sparks
      Tutorial: Sniperbolt

   Version 1.0 (9/24/2009 7:51:18 PM)
      -- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
   level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
   
   // Must Change These To Your Maps
   level.DLC3.createArt = maps\createart\nazi_zombie_soldier_art::main;
   level.DLC3.createFX = maps\createfx\nazi_zombie_soldier_fx::main;
   // level.DLC3.myFX = ::preCacheMyFX;
   
   /*--------------------
    FX
   ----------------------*/
   DLC3_FX();
   
   /*--------------------
    LEVEL VARIABLES
   ----------------------*/   
   
   // Variable Containing Helpful Text For Modders -- Don't Remove
   level.modderHelpText = [];
   
   //
   // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
   //
   
   // Edit The Value In Mod.STR For Your Level Introscreen Place
   level.DLC3.introString = &"nazi zombie tes";
   
   // Weapons. Pointer function automatically loads weapons used in Der Riese.
   level.DLC3.weapons = maps\dlc3_code::include_weapons;
   
   // Power Ups. Pointer function automatically loads power ups used in Der Riese.
   level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
   
   // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
   level.DLC3.perk_altMeleeDamage = 1000;
   
   // Adjusts barrier search override. Stock is 400.
   level.DLC3.barrierSearchOverride = 400;
   
   // Adjusts power up drop max per round. Stock is 3.
   level.DLC3.powerUpDropMax = 3;
   
   // _loadout Variables
   level.DLC3.useCoopHeroes = true;
   
   // Bridge Feature
   level.DLC3.useBridge = false;
   
   // Hell Hounds
   level.DLC3.useHellHounds = true;
   
   // Mixed Rounds
   level.DLC3.useMixedRounds = true;
   
   // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
   boxArray = [];
   boxArray[ boxArray.size ] = "start_chest";
   boxArray[ boxArray.size ] = "chest1";
   boxArray[ boxArray.size ] = "chest2";
   boxArray[ boxArray.size ] = "chest3";
   boxArray[ boxArray.size ] = "chest4";
   boxArray[ boxArray.size ] = "chest5";
   level.DLC3.PandoraBoxes = boxArray;
   
   // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
   zones = [];
   zones[ zones.size ] = "start_zone";
   level.DLC3.initialZones = zones;
   
   // Electricity Switch -- If False Map Will Start With Power On
   level.DLC3.useElectricSwitch = true;
   
   // Electric Traps
   level.DLC3.useElectricTraps = true;
   
   // _zombiemode_weapons Variables
   level.DLC3.usePandoraBoxLight = true;
   level.DLC3.useChestPulls = true;
   level.DLC3.useChestMoves = true;
   level.DLC3.useWeaponSpawn = true;
   level.DLC3.useGiveWeapon = true;
   
   // _zombiemode_spawner Varibles
   level.DLC3.riserZombiesGoToDoorsFirst = true;
   level.DLC3.riserZombiesInActiveZonesOnly = true;
   level.DLC3.assureNodes = true;
   
   // _zombiemode_perks Variables
   level.DLC3.perksNeedPowerOn = true;
   
   // _zombiemode_devgui Variables
   level.DLC3.powerSwitch = true;
   
   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();   
   
   /*--------------------
    ZOMBIE MODE
   ----------------------*/
   [[level.DLC3.weapons]]();
   thread music_stuff();
   [[level.DLC3.powerUps]]();
   
   maps\_zombiemode::main();
thread spawn_trig_example();
   maps\_zombiemode_perks_black_ops::bo_perks_thread();
   //thread anti_cheat();
   
   /*--------------------
    FUNCTION CALLS - POST _Load
   ----------------------*/
   level.zone_manager_init_func = ::dlc3_zone_init;
   level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

   add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
   add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
   /*
   =============
   ///ScriptDocBegin
   "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
   "Summary: Sets up adjacent zones."
   "MandatoryArg: <zone_1>: Name of first Info_Volume"
   "MandatoryArg: <zone_2>: Name of second Info_Volume"
   "MandatoryArg: <flag>: Flag to be set to initiate zones"
   "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
   "Example: add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );"
   ///ScriptDocEnd
   =============
   */

   // Outside East Door
   //add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );
}

}


anti_cheat()
{
   setdvar ("god", "Not Allowed");
   setdvar ("ufo", "Not Allowed");
   setdvar ("noclip", "Not Allowed");
   setdvar ("give", "Not Allowed");
   setdvar ("demigod", "Not Allowed");
   setdvar ("notarget", "Not Allowed");
   setdvar ("jumptonode", "Not Allowed");
   setdvar ("thereisacow", "Not Allowed");
   setdvar ("player_sprintunlimited", "Not Allowed");
   setdvar ("sf_use_ignoreammo", "Not Allowed");
   

   // floating
   meleedamage = getdvar ("player_meleedamagemultiplier");
   res_range = getdvar ("player_revivetriggerRadius"); 
   bleed_out = getdvar ("player_laststandbleedouttime");
   melee_range = getdvar ("player_meleerange");
   clip_size = getdvar ("player_clipsizemultiplier");
   speed = getdvar ("g_speed");
   gravity = getdvar ("g_gravity");
   death_delay = getdvar ("g_deathdelay");
   perk_1 = getdvar ("perk_overheatreduction");
   arcade = getdvar ("arcademode_score_revive");
   ammo = getdvar ("player_sustainammo");
while(1)
   {
   if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
      GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
      GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
      GetDvarInt( "player_meleerange" ) != melee_range ||
      GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
      GetDvarInt( "g_speed" ) != speed ||
      GetDvarInt( "g_gravity" ) != gravity ||
      GetDvarInt( "g_deathdelay" ) != death_delay ||
      GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
      GetDvarInt( "arcademode_score_revive" ) != arcade ||
      GetDvarInt( "player_sustainammo" ) != ammo)
      {
         setsaveddvar ("player_meleedamagemultiplier", "0.4");
         setsaveddvar ("player_revivetriggerRadius", "64");
         setsaveddvar ("player_laststandbleedouttime", "30");
         setsaveddvar ("player_meleerange", "64");
         setsaveddvar ("player_clipsizemultiplier", "1");
         setsaveddvar ("g_speed", "190");
         setsaveddvar ("g_gravity", "800");
         setsaveddvar ("g_deathdelay", "4000");
         setsaveddvar ("perk_overheatreduction", "0.7");
         setsaveddvar ("arcademode_score_revive", "100");
         setsaveddvar ("player_sustainammo", "0");
      }
   wait 1;
   }
}
//maps\_zombiemode::main();
//thread spawn_trig_example();
spawn_trig_example()
{
   spawner_guy = getent ("spawner_guy","targetname");
   guy_trig = getent ("guy_trig","targetname");
   while(1)
   {
      guy_trig waittill ("trigger");
      //play a sound
      if( IsDefined( spawner_guy ))
      {
         spawned_guy = spawner_guy StalingradSpawn();
         anim_nodes = getnodearray(spawner_guy.target,"targetname");
         spot = random(anim_nodes);
         spawned_guy setgoalnode(spot);
         spawned_guy waittill("goal");
      }
      else
      {
         wait 1;
         spawned_guy = spawner_guy dospawn(); 
         anim_nodes = getnodearray(spawner_guy.target,"targetname");
         spot = random(anim_nodes);
         spawned_guy setgoalnode(spot);
         spawned_guy waittill("goal");
      }
      if (maps\_utility::spawn_failed(spawned_guy))
      {
         iprintln("spawner_guy failed for some reason");
         return;
      }
      //this is the delay between possible uses
      wait 1;
   }
}
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first of all use codeboxes, second of all use logfile or developer to get the line the error comes from
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first of all use codeboxes, second of all use logfile or developer to get the line the error comes from

ummm the only error that comes up is Bad Syntax. and i dont know what code boxes are as i never used any when playing the map b4
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Location: aupotato
Date Registered: 27 September 2013
Last active: 3 years ago
Posts
588
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Zombie Enslaver
Primary Group
Community Scripter
My Groups
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My Contact & Social Links
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Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
ummm the only error that comes up is Bad Syntax. and i dont know what code boxes are as i never used any when playing the map b4
code boxes are something on this website to place code into


and logfile 1 or 2 will spit out a txt document with everything including the error, or use developer 1 to make it show up in the game itself
Marked as best answer by Deleted User 7 years ago
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Code Snippet
Plaintext
/*
   Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
      Scripter: Sparks
      Tutorial: Sniperbolt

   Version 1.0 (9/24/2009 7:51:18 PM)
      -- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
   level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
   
   // Must Change These To Your Maps
   level.DLC3.createArt = maps\createart\nazi_zombie_soldier_art::main;
   level.DLC3.createFX = maps\createfx\nazi_zombie_soldier_fx::main;
   // level.DLC3.myFX = ::preCacheMyFX;
   
   /*--------------------
    FX
   ----------------------*/
   DLC3_FX();
   
   /*--------------------
    LEVEL VARIABLES
   ----------------------*/   
   
   // Variable Containing Helpful Text For Modders -- Don't Remove
   level.modderHelpText = [];
   
   //
   // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
   //
   
   // Edit The Value In Mod.STR For Your Level Introscreen Place
   level.DLC3.introString = &"nazi zombie tes";
   
   // Weapons. Pointer function automatically loads weapons used in Der Riese.
   level.DLC3.weapons = maps\dlc3_code::include_weapons;
   
   // Power Ups. Pointer function automatically loads power ups used in Der Riese.
   level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
   
   // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
   level.DLC3.perk_altMeleeDamage = 1000;
   
   // Adjusts barrier search override. Stock is 400.
   level.DLC3.barrierSearchOverride = 400;
   
   // Adjusts power up drop max per round. Stock is 3.
   level.DLC3.powerUpDropMax = 3;
   
   // _loadout Variables
   level.DLC3.useCoopHeroes = true;
   
   // Bridge Feature
   level.DLC3.useBridge = false;
   
   // Hell Hounds
   level.DLC3.useHellHounds = true;
   
   // Mixed Rounds
   level.DLC3.useMixedRounds = true;
   
   // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
   boxArray = [];
   boxArray[ boxArray.size ] = "start_chest";
   boxArray[ boxArray.size ] = "chest1";
   boxArray[ boxArray.size ] = "chest2";
   boxArray[ boxArray.size ] = "chest3";
   boxArray[ boxArray.size ] = "chest4";
   boxArray[ boxArray.size ] = "chest5";
   level.DLC3.PandoraBoxes = boxArray;
   
   // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
   zones = [];
   zones[ zones.size ] = "start_zone";
   level.DLC3.initialZones = zones;
   
   // Electricity Switch -- If False Map Will Start With Power On
   level.DLC3.useElectricSwitch = true;
   
   // Electric Traps
   level.DLC3.useElectricTraps = true;
   
   // _zombiemode_weapons Variables
   level.DLC3.usePandoraBoxLight = true;
   level.DLC3.useChestPulls = true;
   level.DLC3.useChestMoves = true;
   level.DLC3.useWeaponSpawn = true;
   level.DLC3.useGiveWeapon = true;
   
   // _zombiemode_spawner Varibles
   level.DLC3.riserZombiesGoToDoorsFirst = true;
   level.DLC3.riserZombiesInActiveZonesOnly = true;
   level.DLC3.assureNodes = true;
   
   // _zombiemode_perks Variables
   level.DLC3.perksNeedPowerOn = true;
   
   // _zombiemode_devgui Variables
   level.DLC3.powerSwitch = true;
   
   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();   
   
   /*--------------------
    ZOMBIE MODE
   ----------------------*/
   [[level.DLC3.weapons]]();
   thread music_stuff();
   [[level.DLC3.powerUps]]();
   
   maps\_zombiemode::main();
thread spawn_trig_example();
   maps\_zombiemode_perks_black_ops::bo_perks_thread();
   //thread anti_cheat();
   
   /*--------------------
    FUNCTION CALLS - POST _Load
   ----------------------*/
   level.zone_manager_init_func = ::dlc3_zone_init;
   level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

   add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
   add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
   /*
   =============
   ///ScriptDocBegin
   "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
   "Summary: Sets up adjacent zones."
   "MandatoryArg: <zone_1>: Name of first Info_Volume"
   "MandatoryArg: <zone_2>: Name of second Info_Volume"
   "MandatoryArg: <flag>: Flag to be set to initiate zones"
   "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
   "Example: add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );"
   ///ScriptDocEnd
   =============
   */

   // Outside East Door
   //add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );
}

}


anti_cheat()
{
   setdvar ("god", "Not Allowed");
   setdvar ("ufo", "Not Allowed");
   setdvar ("noclip", "Not Allowed");
   setdvar ("give", "Not Allowed");
   setdvar ("demigod", "Not Allowed");
   setdvar ("notarget", "Not Allowed");
   setdvar ("jumptonode", "Not Allowed");
   setdvar ("thereisacow", "Not Allowed");
   setdvar ("player_sprintunlimited", "Not Allowed");
   setdvar ("sf_use_ignoreammo", "Not Allowed");
   

   // floating
   meleedamage = getdvar ("player_meleedamagemultiplier");
   res_range = getdvar ("player_revivetriggerRadius"); 
   bleed_out = getdvar ("player_laststandbleedouttime");
   melee_range = getdvar ("player_meleerange");
   clip_size = getdvar ("player_clipsizemultiplier");
   speed = getdvar ("g_speed");
   gravity = getdvar ("g_gravity");
   death_delay = getdvar ("g_deathdelay");
   perk_1 = getdvar ("perk_overheatreduction");
   arcade = getdvar ("arcademode_score_revive");
   ammo = getdvar ("player_sustainammo");
while(1)
   {
   if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
      GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
      GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
      GetDvarInt( "player_meleerange" ) != melee_range ||
      GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
      GetDvarInt( "g_speed" ) != speed ||
      GetDvarInt( "g_gravity" ) != gravity ||
      GetDvarInt( "g_deathdelay" ) != death_delay ||
      GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
      GetDvarInt( "arcademode_score_revive" ) != arcade ||
      GetDvarInt( "player_sustainammo" ) != ammo)
      {
         setsaveddvar ("player_meleedamagemultiplier", "0.4");
         setsaveddvar ("player_revivetriggerRadius", "64");
         setsaveddvar ("player_laststandbleedouttime", "30");
         setsaveddvar ("player_meleerange", "64");
         setsaveddvar ("player_clipsizemultiplier", "1");
         setsaveddvar ("g_speed", "190");
         setsaveddvar ("g_gravity", "800");
         setsaveddvar ("g_deathdelay", "4000");
         setsaveddvar ("perk_overheatreduction", "0.7");
         setsaveddvar ("arcademode_score_revive", "100");
         setsaveddvar ("player_sustainammo", "0");
      }
   wait 1;
   }
}
//maps\_zombiemode::main();
//thread spawn_trig_example();
spawn_trig_example()
{
   spawner_guy = getent ("spawner_guy","targetname");
   guy_trig = getent ("guy_trig","targetname");
   while(1)
   {
      guy_trig waittill ("trigger");
      //play a sound
      if( IsDefined( spawner_guy ))
      {
         spawned_guy = spawner_guy StalingradSpawn();
         anim_nodes = getnodearray(spawner_guy.target,"targetname");
         spot = random(anim_nodes);
         spawned_guy setgoalnode(spot);
         spawned_guy waittill("goal");
      }
      else
      {
         wait 1;
         spawned_guy = spawner_guy dospawn(); 
         anim_nodes = getnodearray(spawner_guy.target,"targetname");
         spot = random(anim_nodes);
         spawned_guy setgoalnode(spot);
         spawned_guy waittill("goal");
      }
      if (maps\_utility::spawn_failed(spawned_guy))
      {
         iprintln("spawner_guy failed for some reason");
         return;
      }
      //this is the delay between possible uses
      wait 1;
   }
}
code boxes are something on this website to place code into
(Image removed from quote.)

and logfile 1 or 2 will spit out a txt document with everything including the error, or use developer 1 to make it show up in the game itself
oooooooo you ment that! ok

 
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