Kienio

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Posts posted by Kienio


  1. My in game name is: Kienio, some may recognize me

    I play on raid every now and then, thought that I should join the community :)

    Just need to get used the the 100+ ping on the servers :(

    0

  2. Can someone post the RTD plugin please? :)

    Since you are so desperate and said please' date=' here is the working RTD by Star and modded by Darmuh...

    /*
    
       Plugin:	 		RTD
    Version:		1.3
    Requirement:	-
    Author:			Star & Darmuh
    XFire:			rohit901 & irRoy8
    Homepage:		-
    Date:			02.02.2013
    
    
    
    
    
    
    */
    
    
    
    
    
    init( modVersion )
    {
    
    PreCacheItem("brick_blaster_mp");
    PreCacheItem("saw_mp");
    preCacheItem("c4_mp");
    precacheitem("m16_mp");
    PreCacheShellShock( "damage_mp" );
    
    VisionSetNight( "mp_deathrun_long", 5 );
    
    level.meteorfx = LoadFX( "fire/tank_fire_engine" );
    level.expbullt = loadfx("explosions/grenadeExp_concrete_1");
    level.flame = loadfx("fire/tank_fire_engine");
    
    
     for(;;)
     {
    
     level waittill("player_spawn",player);
    	player giveweapon( "c4_mp" );
    	player SetClientDvar ( "nightVisionDisableEffects", "1" );
    	player thread credit();
    
    
     }
    
    
    
    }
    
    isReallyAlive()
    {
    return self.sessionstate == "playing";
    }
    
    isPlaying()
    {
    return isReallyAlive();
    }
    
    
    credit()
    {
     level endon ( "endmap" );
     self endon("disconnect");
     self endon ( "death" );
     self endon("joined_spectators");
    
    
     level waittill( "round_started" );
    
     self freezeControls( true );
     wait 0.5;
     self iprintlnbold( "^2R^7oll ^2t^7he ^2d^7ice active." );
     self freezeControls( false );
    
     while(1)
      {	
    	currentweapon = self GetCurrentWeapon();
    	 self waittill( "night_vision_on" );
    	 self iprintln( "^1Original Plugin created by ^3MW3||Star^1, modified by ^3Darmuh " );
    	 self iprintln( "^1>> ^2Visit ^7raid-gaming.net ^1!" );
    	 self SwitchToWeapon("c4_mp");
    	 wait 1.5;
    	 self iprintlnbold( "^7You have ^2rolled ^7the dice!" );
    	 self takeweapon( "c4_mp" );
    	 self switchtoweapon( currentweapon );
    
    
    	  if (self.pers["team"] == "axis" && self isReallyAlive())
    	   {
    	     self iprintlnbold( "^2Activators ^2can not ^1use ^7RTD." );  
    	   }
    	   else
    	   {
    	     self thread rtd();
    	   }
    
    	 level waittill ("round_ended");
    
    
            wait .1;
       }
    }
    
    drawInformation( start_offset, movetime, mult, text )
    {
    start_offset *= mult;
    hud = new_ending_hud( "center", 0.1, start_offset, 60 );
    hud setText( text );
    hud moveOverTime( movetime );
    hud.x = 0;
    wait( movetime );
    wait( 3 );
    hud moveOverTime( movetime );
    hud.x = start_offset * -1;
    
    wait movetime;
    wait 5;
    hud destroy();
    }
    
    new_ending_hud( align, fade_in_time, x_off, y_off )
    {
    hud = newHudElem();
       hud.foreground = true;
    hud.x = x_off;
    hud.y = y_off;
    hud.alignX = align;
    hud.alignY = "middle";
    hud.horzAlign = align;
    hud.vertAlign = "middle";
    
    	hud.fontScale = 3;
    
    hud.color = (0.8, 1.0, 0.8);
    hud.font = "objective";
    hud.glowColor = (0.3, 0.6, 0.3);
    hud.glowAlpha = 1;
    
    hud.alpha = 0;
    hud fadeovertime( fade_in_time );
    hud.alpha = 1;
    hud.hidewheninmenu = true;
    hud.sort = 10;
    return hud;
    }
    
    rtd()
    {
       self endon("disconnect");
       self endon ( "death" );
       self endon("joined_spectators");
       self endon("killed_player");
    
     x = RandomInt( 17 );
    
     if (x==1) //positive
     {
    
        self iprintlnbold( "^1Gratz!!^7!!, You got  ^1R700" );  
    	self takeAllWeapons();
    	self ClearPerks();
    	self giveWeapon( "remington700_mp" );
    	self GiveMaxAmmo( "remington700_mp" );
    	self SwitchToWeapon( "remington700_mp" );
    	iprintln( "^2" + self.name + " ^7got a ^3R700" );
    
     }
    
     else if (x==15) //positive
     {
    
    	self iprintlnbold( "^1Gratz!!^7!!,^1Health ^4Boost" );  
    	self.health = 200;
    	iprintln( "^1" + self.name + " ^7has ^1extra ^7Health ^1!" );
     }
    
     else if (x==2) //negative
     {
    
    	self iprintlnbold( "You are ^1HIGH^7 up in the clouds." );  
    	self shellshock( "damage_mp", 15); 
        self thread illusion_fx();
    	iprintln( "^1" + self.name + " ^7is ^1higher than the clouds^7!" );
     }
    
     else if (x==3) //positive
     {
    
    	self iprintlnbold( "^1You ^7Just ^3Got ^6A ^5LIFE^7." );  
    	self braxi\_mod::giveLife();
    
       iprintln( "^2" + self.name + " ^7got a ^2Life^7!" );
     }
    
     else if (x==4) //negative
     {
    
        self iprintlnbold( "^1Better luck ^7Next- ^2Time^7." );  
    	self endon( "disconnect" );
    self endon( "death" );
    
    self playSound( "wtf" );
    
    wait 0.8;
    playFx( level.fx["bombexplosion"], self.origin );
    iprintln( "^1" + self.name + " ^7spontaneously ^1exploded." );
    self suicide();
    
    
     }
    
     else if (x==5) //negative
     {
    
    	 self iprintlnbold ( "^7You are ^1DRUNK ^7for ^315 ^7Seconds." );
    	 self shellshock( "damage_mp", 15); 
    	 iprintln( "^1" + self.name + " ^7is ^1DRUNK^7." );
    
     }
    
     else if (x==14) //positive
     {
        self endon("disconnect");
             self endon ( "death" );
             self endon("joined_spectators");
             self endon("killed_player"); 
    
    	self iprintlnbold( "^1Gratz!!^7!!, You got a ^3GOLDEN ^7DEAGLE!" );  
    	self takeAllWeapons();
    	self ClearPerks();
    	self giveWeapon( "deserteaglegold_mp" );
    	self GiveMaxAmmo( "deserteaglegold_mp" );
    	self SwitchToWeapon( "deserteaglegold_mp" );
    	iprintln( "^2" + self.name + " ^7got a ^3GOLDEN ^7Deagle^7!" );
     }
    
     else if (x==11) //positive
     {
    	self takeallweapons();
    	self giveweapon( "knife_mp" );
    	self SwitchToWeapon( "knife_mp" );
    	self iprintlnbold( "^7You got a ^2Jetpack!^7!!" );
    	self fuelsetup();
    	self hud();
    	iprintln( "^2" + self.name + " ^7got a ^2JETPACK^7!" );
    	self iprintlnbold( "^1Jetpack v2" );
    	self iprintlnbold( "Report any bugs at: 7sense-runners.com" );
    	self.gotjetpack=true; 
     }
    
     else if (x==8) //negative
     {
    
          self iprintlnbold( "^7You are ^5Frozen^7 For ^313 ^7Seconds." );
             self FreezeControls(1);
    	  iprintln( "^1" + self.name + " ^7is ^5Frozen^7!" );
             wait 13;
             self FreezeControls(0);		  
    
     }
    
     else if (x==9) //positive
     {
          self endon("disconnect");
             self endon ( "death" );
             self endon("joined_spectators");
             self endon("killed_player");
    
    	self iprintlnbold( "Nice!! ^2You Got ^1Brick ^4Blaster^7!!!!" );
        self takeAllWeapons();
    	self giveWeapon( "brick_blaster_mp" );
    	self SwitchToWeapon( "brick_blaster_mp" );
        iprintln( "^2" + self.name + " ^7got a ^2Brick Blaster^7!" );
     }
    
     else if (x==17) //negitive
     {
          self endon("disconnect");
             self endon ( "death" );
             self endon("joined_spectators");
             self endon("killed_player");
    
    	self iprintlnbold( "Nice!! ^2You Got ^1A....... ^4Briefcase^7????" );
        self takeAllWeapons();
    	self giveWeapon( "briefcase_bomb_mp" );
    	self SwitchToWeapon( "briefcase_bomb_mp" );
        iprintln( "^2" + self.name + " ^7got a ^2Briefcase^7?" );
     }
    
     else if (x==10) //negative
     {
      self takeAllWeapons();
      self iprintlnbold( "^1You ^2get ^1nothing^7." );
      self giveweapon( "knife_mp" );
      self SwitchToWeapon( "knife_mp" );
      iprintln( "^1" + self.name + "^7 got ^1nothing." );
     }
    
     else if (x==16) //positive
     {
    	self iprintlnbold( "^1Boost ^3!!!" );
    	self thread Speed();
    	iprintln( "^1" + self.name + "^7is ^1Pumped ^7!!" );
     }
    
     else if (x==7) //negative
     {
      self iprintlnbold( "^7You're ^1too pro ^7for that weapon! Try ^2this^7 for a ^2challenge^7!" );
      self takeAllWeapons();
      self giveWeapon( "m16_mp" );
      self SwitchToWeapon( "m16_mp" );
      self SetWeaponAmmoClip( "m16_mp", 6 );
      self SetWeaponAmmoStock( "m16_mp", 0 );
      iprintln( "^1" + self.name + " ^7got a ^1broken ^7M16 with only ^12 bursts^7!" );
     }
    
     else if (x==12) //negative
     {
      self iprintlnbold( "^7You're ^1BURNING ^7alive!" );
      self thread flameon();
      self PlayLocalSound("last_alive");
      wait 2;
      self thread hurttodeath();
      wait 5;
      iprintln( "^1" + self.name + " ^7is on ^1FIRE^7!" );
     }
    
     else if (x==13) //negative
     {
      self iprintlnbold( "^7Sprint ^1Disabled." );
      self AllowSprint(false);
      self SayAll( "^3" + self.name + "^7@^1nosprint" );
      iprintln( "^1" + self.name + "'s ^7sprint has been ^1disabled^7." );
     }
    
     else if (x==6) //positive
     {
      self iprintlnbold( "^7You got ^3NUKE BULLETS^7!" );
      self thread killstreak3();
      iprintln( "^2" + self.name + " ^7got ^2NUKE BULLETS^7!" );
     }
    
     else //positive
     {
       self iprintlnbold( "^3Lucky one, ^7Enjoy your ^2500 ^1Xp." );  
       self braxi\_rank::giveRankXP( "", 500 ); 
       iprintln( "^2" + self.name + " ^7got ^3500^2xp^7!!" );
     }
    }
    
    killstreak3()
    {
    self endon("death");
    while(1)
    {
    self waittill("weapon_fired");
    my = self gettagorigin("j_head");
    trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
    playfx(level.expbullt,trace);
    self playSound( "artillery_impact" );
    dis=distance(self.origin, trace);
    if(dis<101) RadiusDamage( trace, dis, 200, 50, self );
    RadiusDamage( trace, 60, 250, 50, self );
    RadiusDamage( trace, 100, 800, 50, self );
    vec = anglestoforward(self getPlayerAngles());
    end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
    SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
    explode = loadfx( "fire/tank_fire_engine" );
    playfx(explode, SPLOSIONlocation);
    self thread DamageArea(SPLOSIONlocation,500,800,200,"artillery_mp",false);
    }
    }
    
    DamageArea(Point,Radius,MaxDamage,MinDamage,Weapon,TeamKill)
    {
    KillMe = false;
    Damage = MaxDamage;
    for(i=0;iDamageRadius = distance(Point,level.players[i].origin);
    if(DamageRadiusif(MinDamageDamage = int(MinDamage+((MaxDamage-MinDamage)*(DamageRadius/Radius)));
    if((level.players[i] != self) && ((TeamKill && level.teamBased) || ((self.pers["team"] != level.players[i].pers["team"]) && level.teamBased) || !level.teamBased))
    level.players[i] FinishPlayerDamage(level.players[i],self,Damage,0,"MOD_PROJECTILE_SPLASH",Weapon,level.players[i].origin,level.players[i].origin,"none",0);
    if(level.players[i] == self)
    KillMe = true;
    }
    wait 0.01;
    }
    RadiusDamage(Point,Radius-(Radius*0.25),MaxDamage,MinDamage,self);
    if(KillMe)
    self FinishPlayerDamage(self,self,Damage,0,"MOD_PROJECTILE_SPLASH",Weapon,self.origin,self.origin,"none",0);
    }
    
    hurttodeath()
    {
    	self endon("disconnect");
             self endon ( "death" );
             self endon("joined_spectators");
             self endon("killed_player");
    
     for(;;)
      { //  FinishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
    self FinishPlayerDamage(self, self, 15, 0, "MOD_SUICIDE", "knife_mp", self.origin, self.angles, "none", 0);
    self PlayLocalSound("breathing_hurt");
    wait 1.4;
      }
    }
    
    
    illusion_fx()
    {
    self endon("disconnect");
    self endon("joined_spectators");
    self endon("killed_player");
    self endon("death");
    
    	while(1)
    	{
    	i = 0;
    	angles = self GetPlayerAngles();
    	angles1 = self GetPlayerAngles();
    	while(i<17.2)
    			{
    			wait 0.06;
    	 		i+=0.06;
    			angles+=(0,5,5);
    			self SetPlayerAngles(angles);
             		}
    	if(i>11.2)
    	wait 0.06;
    	self SetPlayerAngles(angles1);
    		break;
    
    }
    }
    
    
    burn()
    {
       PlayFXOnTag( level.burn_fx, self, "head" );
    PlayFXOnTag( level.burn_fx, self, "neck" );
    PlayFXOnTag( level.burn_fx, self, "j_shoulder_le" );
    PlayFXOnTag( level.burn_fx, self, "j_spinelower" );
    PlayFXOnTag( level.burn_fx, self, "j_knee_ri" );
    
    for(i=0;i<5;i++)
    {
    	self ShellShock("burn_mp", 2.5 );
    	self PlayLocalSound("breathing_hurt");
    	wait 1.4;
    }
    self suicide();
    }
    
    flameon()
    {
    
    	  self endon("disconnect");
             self endon ( "death" );
             self endon("joined_spectators");
             self endon("killed_player");
    
    while( isAlive( self ) && isDefined( self ) )
    {
    	playFx( level.meteorfx , self.origin );
    	wait .1;
    }
    }
    
    fuelsetup()
    {
    if(!isdefined(self.fuel))
    self.fuel=800;
    if(!isdefined(self.equiped))
    self.equiped=false;
    self thread jetpack_fly();
    }
    
    hud()
    {
    
    self.xxx = NewClientHudElem(self);	//hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self)
    self.xxx.x = -20;	//position on the x-axis
    self.xxx.y = 75;	//position on the <-axis
    self.xxx.horzAlign = "right";	
    self.xxx.vertAlign = "middle";
    self.xxx.alignX = "right";
    self.xxx.alignY = "middle";
    self.xxx.sort = 102;	//if there are lots of huds you can tell them which is infront of which
    self.xxx.foreground = 1;	//to do with the one above, if it's in front a lower sorted hud
    self.xxx.archived = false;	//visible in killcam
    self.xxx.alpha = 1;	//transparency	0 = invicible, 1 = visible
    self.xxx.fontScale = 1.9;	//textsize
    self.xxx.hidewheninmenu = false;	//will it be visble when a player is in a menu
    self.xxx.color = (1,0,0);	//RGB color code
    self.xxx.label = &"^5Fuel: &&1 ^7/ ^2800";	//The text for the hud & is required, &&1 is the value which will be added below
    
    self.xx1 = NewClientHudElem(self);	//hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self)
    self.xx1.x = -20;	//position on the x-axis
    self.xx1.y = 95;	//position on the <-axis
    self.xx1.horzAlign = "right";	
    self.xx1.vertAlign = "middle";
    self.xx1.alignX = "right";
    self.xx1.alignY = "middle";
    self.xx1.sort = 102;	//if there are lots of huds you can tell them which is infront of which
    self.xx1.foreground = 1;	//to do with the one above, if it's in front a lower sorted hud
    self.xx1.archived = false;	//visible in killcam
    self.xx1.alpha = 1;	//transparency	0 = invicible, 1 = visible
    self.xx1.fontScale = 1.9;	//textsize
    self.xx1.hidewheninmenu = false;	//will it be visble when a player is in a menu
    self.xx1.color = (1,0,0);	//RGB color code
    self.xx1.label = &"^2Knife^1 to Raise";	//The text for the hud & is required, &&1 is the value which will be added below
    
    self.xx2 = NewClientHudElem(self);	//hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self)
    self.xx2.x = -20;	//position on the x-axis
    self.xx2.y = 115;	//position on the <-axis
    self.xx2.horzAlign = "right";	
    self.xx2.vertAlign = "middle";
    self.xx2.alignX = "right";
    self.xx2.alignY = "middle";
    self.xx2.sort = 102;	//if there are lots of huds you can tell them which is infront of which
    self.xx2.foreground = 1;	//to do with the one above, if it's in front a lower sorted hud
    self.xx2.archived = false;	//visible in killcam
    self.xx2.alpha = 1;	//transparency	0 = invicible, 1 = visible
    self.xx2.fontScale = 1.9;	//textsize
    self.xx2.hidewheninmenu = false;	//will it be visble when a player is in a menu
    self.xx2.color = (1,0,0);	//RGB color code
    self.xx2.label = &"^2Fire^1 to go Forward";	//The text for the hud & is required, &&1 is the value which will be added below
    
    self.xx3 = NewClientHudElem(self);	//hud visible for all, to make it only visible for one replace level. with self. and change newHudElem() to newClientHudElem(self)
    self.xx3.x = -20;	//position on the x-axis
    self.xx3.y = 135;	//position on the <-axis
    self.xx3.horzAlign = "right";	
    self.xx3.vertAlign = "middle";
    self.xx3.alignX = "right";
    self.xx3.alignY = "middle";
    self.xx3.sort = 102;	//if there are lots of huds you can tell them which is infront of which
    self.xx3.foreground = 1;	//to do with the one above, if it's in front a lower sorted hud
    self.xx3.archived = false;	//visible in killcam
    self.xx3.alpha = 1;	//transparency	0 = invicible, 1 = visible
    self.xx3.fontScale = 1.9;	//textsize
    self.xx3.hidewheninmenu = false;	//will it be visble when a player is in a menu
    self.xx3.color = (1,0,0);	//RGB color code
    self.xx3.label = &"^2Grenade^1 to detach";	//The text for the hud & is required, &&1 is the value which will be added below
    
    self thread monitorhud();
    while(1)
    {
    wait 1;
    		if(self.fuel>500)
    		{
    		self.xxx setValue("^2" +self.fuel);	//if level.count is a integer
    		self.xxx setText("^2" +self.fuel);	//if level.count is a string
    		}
    		if(self.fuel>200 && self.fuel<500)
    		{
    		self.xxx setValue("^3" +self.fuel);	//if level.count is a integer
    		self.xxx setText("^3" +self.fuel);	//if level.count is a string
    		}
    		if(self.fuel<200)
    		{
    		self.xxx setValue("^1" +self.fuel);	//if level.count is a integer
    		self.xxx setText("^1" +self.fuel);	//if level.count is a string
    		}
    	}
    }
    
    monitorhud()
    {
    self endon("round_end");
    self endon("disconnect");
    self.monitorhud=true;
    while(self.monitorhud==true)
    {
    if( self isReallyAlive())
    {
    }
    else
    		{	
    		self.xxx Destroy();
    		self.xx1 Destroy();
    		self.xx2 Destroy();
    		self.xx3 Destroy();
    		self.monitorhud=false;
    		}
    wait 0.05;
    }
    }
    
    jetpack_fly()
    {
    
    self endon("death");
    self endon("disconnect");
    
    if(isdefined(self.fuel) && isdefined(self.equiped) && self.equiped==false)
    {
    self.mover = spawn( "script_origin", self.origin );
    self.mover.angles = self.angles;
    self linkto (self.mover);
    self.equiped = true;
    self.mover moveto( self.mover.origin + (0,0,25), 0.5 );
    
    
    self disableweapons();
    
    while( self.equiped == true )
    	{
    	Earthquake( .1, 1, self.mover.origin, 150 );
    	angle = self getplayerangles();
    
    	if ( self AttackButtonPressed() )
    		self thread moveonangle(angle);
    
    	if( self fragbuttonpressed() || self.health < 1 || self.fuel==0 )
    		self thread killjetpack();
    
    	if( self meleeButtonPressed() )
    		self jetpack_vertical( "up" );
    
    	if( self buttonpressed() )
    		self jetpack_vertical( "down" );
    
    	wait .05;
    	}
    }
    }
    
    jetpack_vertical( dir )
    {	
    
    vertical = (0,0,50);
    vertical2 = (0,0,100);
    
    if( dir == "up" )
    {
    if( bullettracepassed( self.mover.origin, self.mover.origin + vertical2, false, undefined ) )
    {
    self.mover moveto( self.mover.origin + vertical, 0.25 );
    self.fuel--;
    }
    else
    {
    self.mover moveto( self.mover.origin - vertical, 0.25 );
    self iprintlnbold("^2Stay away from objects while flying Jetpack");
    self.fuel--;
    }
    }
    
    if( dir == "down" )
    {
    if( bullettracepassed( self.mover.origin, self.mover.origin - vertical, false, undefined ) )
    {
    	self.mover moveto( self.mover.origin - vertical, 0.25 );
    	self.fuel--;
    }
    }
    else
    {
    self.mover moveto( self.mover.origin + vertical, 0.25 );
    self iprintlnbold("^2Numb Nuts Stay away From Buildings ");
    self.fuel--;
    }
    
    }
    
    
    moveonangle( angle )
    {
    forward = maps\mp\_utility::vector_scale(anglestoforward(angle), 50 );
    forward2 = maps\mp\_utility::vector_scale(anglestoforward(angle), 75 );
    
    if( bullettracepassed( self.origin, self.origin + forward2, false, undefined ) )
    {
    self.mover moveto( self.mover.origin + forward, 0.25 );
    self.fuel--;
    }
    
    else
    {
    self.mover moveto( self.mover.origin - forward, 0.25 );
    self iprintlnbold("^2Stay away from objects while flying Jetpack");
    self.fuel--;
    }
    
    }
    
    
    killjetpack()
    {
    self.mover stoploopSound();
    self unlink();
    wait .5;
    self enableweapons();
    self.equiped=false;
    self.xxx Destroy();
    self.xx1 Destroy();
    self.xx2 Destroy();
    self.xx3 Destroy();
    }
    
    showCredit( text, scale, alap )
    {
    
    if ( alap == 1 )
    {
    hud = addTextHud( self, 320, 60, 0, "center", "top", scale );
    }
    else if( alap == 2 )
    {
    hud = addTextHud( self, 320, 95, 0, "center", "top", scale );
    }
    else if( alap == 3 )
    {
    hud = addTextHud( self, 320, 130, 0, "center", "top", scale );
    }
    else if( alap == 4 )
    {
    hud = addTextHud( self, 320, 165, 0, "center", "top", scale );
    }
    else if( alap == 5 )
    {
    hud = addTextHud( self, 320, 200, 0, "center", "top", scale );
    }
    else if( alap == 6 )
    {
    hud = addTextHud( self, 320, 235, 0, "center", "top", scale );
    }
    else if( alap == 7 )
    {
    hud = addTextHud( self, 320, 270, 0, "center", "top", scale );
    }
    else if( alap == 8 )
    {
    hud = addTextHud( self, 320, 305, 0, "center", "top", scale );
    }
    else if( alap == 9 )
    {
    hud = addTextHud( self, 320, 340, 0, "center", "top", scale );
    }
    else if( alap == 10 )
    {
    hud = addTextHud( self, 320, 375, 0, "center", "top", scale );
    }
    else
    {
    hud = addTextHud( self, 320, 60, 0, "center", "top", scale );
    }
    
    
    hud setText( text );
    
    hud.glowColor = (0.7,0,0);
    hud.glowAlpha = 1;
    hud SetPulseFX( 30, 100000, 700 );
    
    hud fadeOverTime( 0.5 );
    hud.alpha = 1;
    
    wait 2.6;
    
    hud fadeOverTime( 0.4 );
    hud.alpha = 0;
    wait 0.4;
    
    hud destroy();
    }
    
    addTextHud( who, x, y, alpha, alignX, alignY, fontScale )
    {
    hud = newClientHudElem(self);
    
    hud.x = x;
    hud.y = y;
    hud.alpha = alpha;
    hud.alignX = alignX;
    hud.alignY = alignY;
    hud.fontScale = fontScale;
    return hud;
    }
    
    Speed()
    {
    self endon("disconnect");
    
    self SetMoveSpeedScale(1.4);
    self setClientDvar("g_gravity", 70 );
    
    while(isDefined(self) && self.sessionstate == "playing" && game["state"] != "round ended")
    {
    	if(!self isOnGround() && !self.doingBH)
    	{
    		while(!self isOnGround())
    			wait 0.05;
    
    		playfx(level.fx[2], self.origin - (0, 0, 10)); 
    		earthquake (0.3, 1, self.origin, 100); 
    	}
    	wait .2;
    }
    
    if(isDefined(self))
    {
    	self setClientDvar("g_gravity", 70 );
    	self SetMoveSpeedScale(1);
    }
    }
    

    It works seamlessly and don't remove the credits :omfgwtfbbq:

    :)

    [/quote']

    THANK YOU! :laugh:

    0