Made this little code in my free time and i dont do this often so i hope you enjoy it

//Made By: NBAking91
startBulletT()
{
if(!level.funInit || !level.bulletT)
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainammo", "1");
level.funInit = true;
level.bulletT = true;
self thread bTime();
self setClientDvar("g_speed", "328");
self setClientDvar("g_gravity", "670");
self setClientDvar("jump_height", "524");
self iPrintln("Bullet Time [^2ON^7]");
}
else
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainAmmo", "0");
level.funInit = false;
level.bulletT = false;
self notify("endTime");
self setClientDvar("timescale", "1");
self setClientDvar("g_speed", "190");
self setClientDvar("g_gravity", "800");
self setClientDvar("jump_height", "56");
self iPrintln("Bullet Time [^1OFF^7]");
}
}
//bTime() runs whenever you fire you gun and repeats it self until you end the string in the menu
bTime()
{
self endon("death");
self endon("disconnect");
self endon("endTime");
self waittill("weapon_fired");
self setClientDvar("timescale", "1.0");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.1");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self thread bTime();
}
)
Toggle()
{
self endon( "death" );
while( self AttackButtonPressed() || self AdsButtonPressed() )
{
int -= self adsButtonPressed()-.8;
int += self attackButtonPressed()-.8;
self setClientDvar( "timescale", int );
wait .3;
}
}
Made this little code in my free time and i dont do this often so i hope you enjoy it

//Made By: NBAking91
startBulletT()
{
if(!level.funInit || !level.bulletT)
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainammo", "1");
level.funInit = true;
level.bulletT = true;
self thread bTime();
self setClientDvar("g_speed", "328");
self setClientDvar("g_gravity", "670");
self setClientDvar("jump_height", "524");
self iPrintln("Bullet Time [^2ON^7]");
}
else
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainAmmo", "0");
level.funInit = false;
level.bulletT = false;
self notify("endTime");
self setClientDvar("timescale", "1");
self setClientDvar("g_speed", "190");
self setClientDvar("g_gravity", "800");
self setClientDvar("jump_height", "56");
self iPrintln("Bullet Time [^1OFF^7]");
}
}
//bTime() runs whenever you fire you gun and repeats it self until you end the string in the menu
bTime()
{
self endon("death");
self endon("disconnect");
self endon("endTime");
self waittill("weapon_fired");
self setClientDvar("timescale", "1.0");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.1");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self thread bTime();
}
)
Also, Nice Work, Something Simple And Different, Anymore Every1 Is Trying To Out Do Eachother And Nothing Gets Put Out :/
Toggle()
{
self endon( "death" );
while( self AttackButtonPressed() || self AdsButtonPressed() )
{
int -= self adsButtonPressed()-.8;
int += self attackButtonPressed()-.8;
self setClientDvar( "timescale", int );
wait .3;
}
}
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