I Need Help Finding A Issue With My Coding. Can Anyone Help Please?

So Iv Been Trying To Find Out What Is Wrong With A Script I’m Trying To Make Using 2 Other Scripts So I Came Here To Find Out What Wrong So Here Is The Code Can You Find What Is Wrong With It
also you should probably copy all the code and test it yourself because i dont receive any errors.:

Yes This Is A Remake Of crouch-n-prone!

local crouched = false
local proned = false
crouchKey = 36 – This Button Is Control
proneKey = 20 – This Button Is Z

Citizen.CreateThread( function() – DO NOT AND I REPEAT DO NOT DELETE ANY CODE FROM HERE UNTIL YOU ARE AT ShotLegsRagdoll() IF YOU DELETE ANYTHING HIGHTER UP IT WILL MAKE THIS SCRIPT NO LONGER WORK!
while true do
Citizen.Wait( 1 )
local ped = GetPlayerPed( -1 )
if ( DoesEntityExist( ped ) and not IsEntityDead( ped ) ) then
ProneMovement()
DisableControlAction( 0, proneKey, true )
DisableControlAction( 0, crouchKey, true )
if ( not IsPauseMenuActive() ) then
if ( IsDisabledControlJustPressed( 0, crouchKey ) and not proned ) then
RequestAnimSet( “move_ped_crouched” )
RequestAnimSet(“MOVE_M@TOUGH_GUY@”)

				while ( not HasAnimSetLoaded( "move_ped_crouched" ) ) do 
					Citizen.Wait( 100 )
				end 
				while ( not HasAnimSetLoaded( "MOVE_M@TOUGH_GUY@" ) ) do 
					Citizen.Wait( 100 )
				end 		
				if ( crouched and not proned ) then 
					ResetPedMovementClipset( ped )
					ResetPedStrafeClipset(ped)
					SetPedMovementClipset( ped,"MOVE_M@TOUGH_GUY@", 0.5)
					crouched = false 
				elseif ( not crouched and not proned ) then
					SetPedMovementClipset( ped, "move_ped_crouched", 0.55 )
					SetPedStrafeClipset(ped, "move_ped_crouched_strafing")
					crouched = true 
				end 
			elseif ( IsDisabledControlJustPressed(0, proneKey) and not crouched and not IsPedInAnyVehicle(ped, true) and not IsPedFalling(ped) and not IsPedDiving(ped) and not IsPedInCover(ped, false) and not IsPedInParachuteFreeFall(ped) and (GetPedParachuteState(ped) == 0 or GetPedParachuteState(ped) == -1) ) then
				if proned then
					ClearPedTasks(ped)
					local me = GetEntityCoords(ped)
					SetEntityCoords(ped, me.x, me.y, me.z-0.5)
					proned = false
				elseif not proned then
					RequestAnimSet( "move_crawl" )
					while ( not HasAnimSetLoaded( "move_crawl" ) ) do 
						Citizen.Wait( 100 )
					end 
					ClearPedTasksImmediately(ped)
					proned = true
					if IsPedSprinting(ped) or IsPedRunning(ped) or GetEntitySpeed(ped) > 5 then
						TaskPlayAnim(ped, "move_jump", "dive_start_run", 8.0, 1.0, -1, 0, 0.0, 0, 0, 0)
						Citizen.Wait(1000)
					end
					SetProned()
				end
			end
		end
	else
		proned = false
		crouched = false
	end
end

end)

function SetProned()
ped = PlayerPedId()
ClearPedTasksImmediately(ped)
TaskPlayAnimAdvanced(ped, “move_crawl”, “onfront_fwd”, GetEntityCoords(ped), 0.0, 0.0, GetEntityHeading(ped), 1.0, 1.0, 1.0, 46, 1.0, 0, 0)
end

function ProneMovement()
if proned then
ped = PlayerPedId()
DisableControlAction(0, 23)
DisableControlAction(0, 21)
if IsControlPressed(0, 32) or IsControlPressed(0, 33) then
DisablePlayerFiring(ped, true)
elseif IsControlJustReleased(0, 32) or IsControlJustReleased(0, 33) then
DisablePlayerFiring(ped, false)
end
if IsControlJustPressed(0, 32) and not movefwd then
movefwd = true
TaskPlayAnimAdvanced(ped, “move_crawl”, “onfront_fwd”, GetEntityCoords(ped), 1.0, 0.0, GetEntityHeading(ped), 1.0, 1.0, 1.0, 47, 1.0, 0, 0)
elseif IsControlJustReleased(0, 32) and movefwd then
TaskPlayAnimAdvanced(ped, “move_crawl”, “onfront_fwd”, GetEntityCoords(ped), 1.0, 0.0, GetEntityHeading(ped), 1.0, 1.0, 1.0, 46, 1.0, 0, 0)
movefwd = false
end
if IsControlJustPressed(0, 33) and not movebwd then
movebwd = true
TaskPlayAnimAdvanced(ped, “move_crawl”, “onfront_bwd”, GetEntityCoords(ped), 1.0, 0.0, GetEntityHeading(ped), 1.0, 1.0, 1.0, 47, 1.0, 0, 0)
elseif IsControlJustReleased(0, 33) and movebwd then
TaskPlayAnimAdvanced(ped, “move_crawl”, “onfront_bwd”, GetEntityCoords(ped), 1.0, 0.0, GetEntityHeading(ped), 1.0, 1.0, 1.0, 46, 1.0, 0, 0)
movebwd = false
end
if IsControlPressed(0, 34) then
SetEntityHeading(ped, GetEntityHeading(ped)+2.0 )
elseif IsControlPressed(0, 35) then
SetEntityHeading(ped, GetEntityHeading(ped)-2.0 )
end
function ShotLegsRagdoll() # When Someone Is Shot In The Legs They Fall Over | If You Dont What This Delete function ShotLegsRagdoll() All The Way Down Until NoBunnyHope()

local BONES = {
	--[[Pelvis]][11816] = true,
	--[[SKEL_L_Thigh]][58271] = true,
	--[[SKEL_L_Calf]][63931] = true,
	--[[SKEL_L_Foot]][14201] = true,
	--[[SKEL_L_Toe0]][2108] = true,
	--[[IK_L_Foot]][65245] = true,
	--[[PH_L_Foot]][57717] = true,
	--[[MH_L_Knee]][46078] = true,
	--[[SKEL_R_Thigh]][51826] = true,
	--[[SKEL_R_Calf]][36864] = true,
	--[[SKEL_R_Foot]][52301] = true,
	--[[SKEL_R_Toe0]][20781] = true,
	--[[IK_R_Foot]][35502] = true,
	--[[PH_R_Foot]][24806] = true,
	--[[MH_R_Knee]][16335] = true,
	--[[RB_L_ThighRoll]][23639] = true,
	--[[RB_R_ThighRoll]][6442] = true,
}


Citizen.CreateThread(function()
	while true do
		Citizen.Wait(0)
		local ped = GetPlayerPed(-1)
			--if IsShockingEventInSphere(102, 235.497,2894.511,43.339,999999.0) then
			if HasEntityBeenDamagedByAnyPed(ped) then
			--if GetPedLastDamageBone(ped) = 
					Disarm(ped)
			end
			ClearEntityLastDamageEntity(ped)
	 end
end)



function Bool (num) return num == 1 or num == true end

-- WEAPON DROP OFFSETS
local function GetDisarmOffsetsForPed (ped)
	local v

	if IsPedWalking(ped) then v = { 0.6, 4.7, -0.1 }
	elseif IsPedSprinting(ped) then v = { 0.6, 5.7, -0.1 }
	elseif IsPedRunning(ped) then v = { 0.6, 4.7, -0.1 }
	else v = { 0.4, 4.7, -0.1 } end

	return v
end

function Disarm (ped)
	if IsEntityDead(ped) then return false end

	local boneCoords
	local hit, bone = GetPedLastDamageBone(ped)

	hit = Bool(hit)

	if hit then
		if BONES[bone] then
			

			boneCoords = GetWorldPositionOfEntityBone(ped, GetPedBoneIndex(ped, bone))
			SetPedToRagdoll(GetPlayerPed(-1), 10000, 10000, 0, 0, 0, 0)
			
			Citizen.Wait(600) 
            ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08) 

			return true
		end
	end

	return false
end

function NoBunnyHope() # This Stops People From Bunny Hopping | If You Dont What This Delete function NoBunnyHope() All The Way Down Until End

local ragdoll_chance = 0.8 -- edit this decimal value for chance of falling (e.g. 80% = 0.8    75% = 0.75    32% = 0.32)

print('chance of falling set to: ' .. ragdoll_chance)
Citizen.CreateThread(function()
	while true do
		Citizen.Wait(100) -- check every 100 ticks, performance matters
		local ped = PlayerPedId()
		if IsPedOnFoot(ped) and not IsPedSwimming(ped) and (IsPedRunning(ped) or IsPedSprinting(ped)) and not IsPedClimbing(ped) and IsPedJumping(ped) and not IsPedRagdoll(ped) then
			local chance_result = math.random()
			print('lose grip result: ' .. chance_result)
			if chance_result < ragdoll_chance then 
				Citizen.Wait(600) -- roughly when the ped loses grip
				ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08) -- change this float to increase/decrease camera shake
				SetPedToRagdoll(ped, 5000, 1, 2)
				print('falling!')
			else
				Citizen.Wait(2000) -- cooldown before continuing
			end
		end
	end
end)

You haven’t said the issue yet, but probably the fact you declared a function twice and left plain text outside of comments.

it shows nothing in the console and it just kicks me from my server on startup.

also this here – This Stops People From Bunny Hopping | If You Dont What This Delete function NoBunnyHope() All The Way Down Until End
the – is a #

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