
ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
altho that adds a scroll bar the colors are awesome 
[PHP]ExplosionWednesday() //<--Add to onplayerspawned();
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
vector_scal(vec, scale) //<-- dont add this thread to onplayerspawned();
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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