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help with bad syntax

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Created 7 years ago
by zombiedestroy29
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Date Registered: 13 May 2017
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zombiedestroy29's Contact & Social Linkszombiedstroyer29shawnald67Gavin Rolls
when I run my mod i get a bad syntax error and it is saying it is on line 56 and {

Code Snippet
Plaintext
#include maps\_zombiemode_score;

init()
{
precachemodel("zombie_perk_bottle_ads");//deadshot
precachemodel("zombie_perk_bottle_jugg");//juggernog
precachemodel("zombie_perk_bottle_marathon");//stamin-up
precachemodel("zombie_perk_bottle_revive");//quick revive
precachemodel("zombie_perk_bottle_sleight");//speed cola
precachemodel("zombie_perk_bottle_doubletap");//doubletap
precachemodel("zombie_perk_bottle_nuke");//phd flopper
precachemodel("zombie_perk_bottle_three_gun");//mule kick

w_location = (181.263, -347.03, -2.875);
w_trigger = Spawn( "trigger_radius_use", w_location + (0 , 0, 30), 0, 20, 70 );
w_trigger.targetname = "wonderfizz";
w_trigger.target = "none";
w_trigger SetCursorHint( "HINT_NOICON" );
w_trigger sethintstring( "You must turn on the power!" );

trigger = GetEnt("w_trigger", "Targetname");
w_cost = (1500);
trigger watchtrigger();

flag_wait( "power_on" );
w_trigger sethintstring( "Press ^3&&1 ^7to buy Der Wonderfizz for 1500 points." );
}

WatchTrigger()//the trigger,score system,and logic
{
while(1)
{
while(1)
{
self waittill("trigger", player);

if(player.score >= level.w_cost)
{
player maps\_zombiemode_score::minus_to_player_score(level.w_cost);
self playsound("zm_cha-ching");
break;
}
}
//perk code
wait 5.00;

model_origin = (level.w_location + 25, 0, 0);
model_angles = (0, 0, 0);

perk_bottle = Spawn("script_model", model_origin );
perk_bottle.angles = model_angles;
perk_bottle.targetname = "random_bottle";

entity_num = (self.zm_random_char);

Random_Perk(entity_num)
{
if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;
case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;
case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;
case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}
}
}
}
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It is cos of this:
Code Snippet
Plaintext
Random_Perk(entity_num)

Instead of:
Code Snippet
Plaintext
		entity_num = (self.zm_random_char);

Random_Perk(entity_num)
{
if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;
case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;
case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;
case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}
}

Have:
Code Snippet
Plaintext
		if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;

case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;

case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;

case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}

I suggest adding default case as well in switch in case entity_num goes undefined
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zombiedestroy29's Contact & Social Linkszombiedstroyer29shawnald67Gavin Rolls
thank you i'm just new to scripting
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In your switch/case code, there's no need to have so much code in each "case" when you're calling the same functions in each, but only changing the variables (perk bottle, hintstring, and weapon). Just use a variable for each string, and then after all the case declarations run the functions once, then insert correct variables. Here's an example.

Code Snippet
Plaintext
	switch(entity_num)
{
case 0;
perk = "zombie_perk_bottle_revive";    //The bottle & weapon have the same name, only 1 var needed.
hint = "revive soda";
break;
case 1;
perk = "zombie_perk_bottle_jug";
hint = "Juggernog";
break;
case 2;
perk = "zombie_perk_bottle_doubletap";
hint = "ze Root Beer";
break;
case 3;
perk = "zombie_perk_bottle_sleight";
hint = "Speed Cola";
break;
}

perk_bottle SetModel(perk);
level.w_trigger SetHintString("Press ^3&&1 ^7to get " + hint + "!");
self waittill("trigger", player);
player GiveWeapon(perk);
player SwitchToWeapon(perk);
wait(3);
player TakeWeapon(perk);

Makes code a lot shorter, easier to read, and it looks clean. Just my opinion.

 
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