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PvtRyan's Script:
Its short and works, just added to my new gametype to testCode:starPower() { self endon ( "disconnect" ); self endon ( "starPower_ended" ); self setMoveSpeedScale( 2 ); self.maxhealth = 10000; self.health = self.maxhealth; self thread starTimer(); self iPrintlnBold("^5S^2t^3a^4r ^1Power!"); level.tagArray[1] = "j_knee_ri"; level.tagArray[2] = "j_knee_le"; level.tagArray[3] = "J_Elbow_RI"; level.tagArray[4] = "J_Elbow_LE"; level.tagArray[5] = "J_Ankle_RI"; level.tagArray[6] = "J_Ankle_LE"; level.tagArray[7] = "j_spinelower"; level.tagArray[8] = "tag_weapon_left"; level.tagArray[9] = "tag_weapon_right"; while(1) { for( i = 0;i < level.tagArray.size; i++ ) { PlayFxOnTag( LoadFX( "misc/fx_equip_tac_insert_light_red" ), self, level.tagArray[i] ); wait 0.01; } wait 0.01; } } starTimer() { self endon ( "disconnect" ); for( a = 30; a > -1; a-- ) { self iPrintlnBold( "^2Star Power end in: " + a ); wait 1; } self setMoveSpeedScale( 1 );; self.maxhealth = 100; self.health = self.maxhealth; self notify( "starPower_ended" ); }
Credits: zTwist-MoDz for the Idea. Not gunna say original script because I had to redo from scratch.
To compare tho, here is zTwist-MoDz non-functional one
Code:starPower() { self endon("death"); self iPrintlnBold("Star Power!"); tagArray[0] = "J_Spine1"; tagArray[1] = "j_knee_ri"; tagArray[2] = "j_knee_le"; tagArray[3] = "j_spine4"; tagArray[4] = "j_head"; while(1) { wait 1; for(i=0;i<tagArray.size;i++) { self setMoveSpeedScale( 3 ); wait 0.1; self EnableInvulnerability(); wait 0.1; PlayFxOnTag(fx_equip_tac_insert_light_red , self, tagArray[i]); wait 0.1; PlayFxOnTag(fx_equip_tac_insert_light_green , self, tagArray[i]); wait 0.1; PlayFxOnTag(fx_equip_tac_insert_light_red , self, tagArray[i]); wait 0.1; PlayFxOnTag(fx_equip_tac_insert_light_green , self, tagArray[i]); wait 0.1; PlayFxOnTag(fx_equip_tac_insert_light_red , self, tagArray[i]); wait 0.1; PlayFxOnTag(fx_equip_tac_insert_light_green , self, tagArray[i]); wait 0.1; self DisableInvulnerability(); } } }
Very good Ryan.![]()
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