The problem is that you have activatePackage("Ragequit"); instead of activatePackage(Ragequit);
This isn't a problem unless he has a object named Ragequit. This just flat out isn't a problem. Torquescript's bastardization of string type data handles that problem.
Go ahead: try running
activatePackage("packageName");Additionally, riddle me this: why isn't the syntax error centered on that if that is the problem?
Are you loading the mod from inside a zip file? It's necessary to
setModPaths(getModPaths()); prior to executing the script file. It might be necessary to reload the server as well - the game only reads a certain amount of the script from the zip file. It stores the length of the .cs file or something, and if you modify the code it'll be longer than expected.