I think it's quite a cool script, others might think It's sh!t, but hey lol! This Has came straight from my new patch I've been working on for a couple of days, have fun with it
like I had fun making it :p It basically sets you on fire and lets you shoot fire, You're can also fly like the human torch from fantastic four 
MrHumanTorch()
{
self endon("disconnect");
self endon("death");
self thread GiveTorchWeapons();
for(;
{
PlayFXOnTag( level.flamethfire, self, "J_head" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_SpineLower" );
PlayFXOnTag( level.flamethfire, self, "J_knee_ri" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Ankle_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Ankle_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_knee_le" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Wrist_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Wrist_LE" );
wait .1;
}
}
GiveTorchWeapons()
{
self endon("death");
{
self thread HumanTorchFLY();
self takeallweapons();
self GiveWeapon("m2_flamethrower_mp");
self switchtoweapon("m2_flamethrower_mp");
wait 0.5;
self setClientDvar("cg_drawGun","0");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Y^3o^1u ^3A^1r^3e ^1T^3h^1e ^3H^1u^3m^1a^3n ^1T^3o^1r^3c^1h^3!");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3S^1h^3o^1o^3t ^1F^3i^1r^3e ^1W^3h^1e^3n ^1P^3r^1e^3s^1s^3i^1n^3g [{+attack}]");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3F^1l^3y ^1B^3y ^1H^3o^1l^3d^1i^3n^1g [{+Frag}]");
}
}
HumanTorchFLY()
{
self endon("death");
self endon("disconnect");
self endon("unverified");
if(isdefined(self.N))
self.N delete();
self.N = spawn("script_origin", self.origin);
self.On = 0;
for(;
{
if(self FragButtonPressed())
{
self.On = 1;
self.N.origin = self.origin;
self linkto(self.N);
}
else
{
self.On = 0;
self unlink();
}
if(self.On == 1)
{
vec = anglestoforward(self getPlayerAngles());
{
end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
self.N.origin = self.N.origin+end;
}
}
wait 0.05;
}
}
init()
{
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );
level.rankTable = [];
level.flamethfire = loadfx("env/fire/fx_fire_player_md_mp");
precacheModel("global_explosive_barrel_japanese");
precacheModel("defaultactor");
precacheModel("defaultvehicle");
precacheModel("test_sphere_silver");
precacheModel("weapon_mp_bazooka_attach");
precacheLocationSelector( "map_artillery_selector" );
precacheshader( "progress_bar_bg" );
precacheShader("rank_prestige10");
precacheShader("rank_prestige9");
precacheShader("rank_prestige8");
precacheShader("rank_prestige7");
precacheShader("rank_prestige6");
precacheShader("rank_prestige5");
precacheShader("rank_prestige4");
precacheShader("rank_prestige3");
precacheShader("rank_prestige2");
precacheShader("rank_prestige1");
precacheShader("rank_prestige0");
init()
{
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );
level.rankTable = [];
level.flamethfire = loadfx("env/fire/fx_fire_player_md_mp");
precacheModel("global_explosive_barrel_japanese");
precacheModel("defaultactor");
precacheModel("defaultvehicle");
precacheModel("test_sphere_silver");
precacheModel("weapon_mp_bazooka_attach");
precacheLocationSelector( "map_artillery_selector" );
precacheshader( "progress_bar_bg" );
precacheShader("rank_prestige10");
precacheShader("rank_prestige9");
precacheShader("rank_prestige8");
precacheShader("rank_prestige7");
precacheShader("rank_prestige6");
precacheShader("rank_prestige5");
precacheShader("rank_prestige4");
precacheShader("rank_prestige3");
precacheShader("rank_prestige2");
precacheShader("rank_prestige1");
precacheShader("rank_prestige0");
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