QueNNch

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Posts posted by QueNNch


  1. We don't give levels back' date=' sorry, you must have dev mapped on that mod because unless you actually hacked or something that wouldn't have happened. But if im wrong Feking lossy will tell you why. :dave:

    [/quote']

    What Gabe means is, don't play privately by loading a map from the raid death run mod because the anti-hack system in death run will reset your rank 'thinking' u tried to hack it while playing privately (like getting free xp from maps).

    So if you want to practise maps, load it from another Death run mod you have, of which rank you don't care about.

    0

  2. Buggedlikehell is descent, but u can always disable the music^^

    EDIT: @Darmuh, I would say remove waterwork, I think everybody would agree with me it is the most disliked map in the mapratings and otherwise as well.

    EDIT 2: Dungeon as well, too small for even 10+ players in the server..

    0

  3. Hey Anti is your family origin from America as well or some other country? Because ur name doesn't sound American to me (I may be wrong), but just asking.... Not trying to be racist just curious.

    It must be literally freezing cold in there in Chicago By the way :P

    Edit: didn't you tell me long ago that you were from NewCastle, UK !? :o

    0

  4. Omigod darmuh u've got a face only a mother can love... haha seriously doe that looks like a instagram pic.. Dx ewww

    Look at meh' date=' So much sweg.

    NinJa, remember, SWAG=Something We Asians Got :awesome:


    Eh...

    Good work on the beard that's cool^^


    Anti AKA Awntea AKA Krispy Kreme AKA Froggy Fresh in the house!

    jk :P

    Here's a recent one of me then:

    NZXq7eu.jpg?1?3042

    Darmuh I got exact same spectacles like you :lol:

    0

  5. I don't think there will be that much of a competition, so there are good chances of winning if someone makes a really good map, tell those mappers who recreated mw3 maps for cod4 with so much effort :P

    I don't think I want another alienware tho, I already can't use this one to its full limits xD

    Btw I think they could've spent money on advertising or other type of investment rather than this prize contest of making a map..

    0

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

    Since you are so desperate and said please, 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:

    :)

    0

  7. Both of these new consoles are slower than my PC, and who likes to play on a 30 Hz television when u can play on a 60 Hz HD gaming monitor with the new nvidia gsync ;)

    On consoles you rely on disks but PCs got steam, origin, game mods!

    I'll simply not buy any of the both until I'm convinced. But if I would, my choice would be the ps4.

    0

  8. I know some people in this community who have played bf3 and/or bf4, so post any of the best scoreboard screenshots or battle reports!

    In Battlefield 4 you can see your old game reports with scoreboard (in detail) by clicking this icon:

    6cQKU.png on the top right in the battlelog page!

    So I start with my bests so far:

    COMMANDER MODE SCORE :yay:

    6cQmh.jpg

    TOUCHED 10K FOR THE FIRST TIME :HAPPYCRY:

    6cS3P.jpg

    //RIP Thread

    0

  9. Never thought that much of stuff can be modified! You can make it look completely different from actual cod4?

    Today we can see the arma 2 mod DAYZ has become so popular that the developer released a standalone version which is currently in alpha state, but still bought by so many people... if only braxi had considered trying to develop a standalone Death Run game that could be as successful.

    0