origins mud removal
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init() { level.a_e_slow_areas = 0; }my first script ive ever made, i did this about a month ago with help (just compile the code above) 
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one line in init 
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one line in init hindercanrun i barely even know how to code lol 
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init() { level.a_e_slow_areas = 0; }my first script ive ever made, i did this about a month ago with help (just compile the code above) Angry Cat It would be more correct to do level.a_e_slow_areas = [];It just depends on whether foreach throws a script error if it tries to iterate over a non array. Script errors can cause instability in some cases, it's wise to write code that doesn't cause them. 
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Angry Cat It would be more correct to do level.a_e_slow_areas = [];It just depends on whether foreach throws a script error if it tries to iterate over a non array. Script errors can cause instability in some cases, it's wise to write code that doesn't cause them. JezuzLizard ok thanks 
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Thanks for this! Useful for if I ever want to play Origins but just have a slightly easier less annoying time 
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Thanks for this! Useful for if I ever want to play Origins but just have a slightly easier less annoying time Gabbyxo97 no problem 
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if you want to turn the mud back on you can also do level.a_e_slow_areas = getentarray( "player_slow_area", "targetname" );you can also target the mud and instead of disabling it you can increase or decrease the player movement speed in it. example while( true ) { ary = level.a_e_slow_areas; num = getfirstarraykey( ary ); while( isdefined( num ) ) { area = ary[ num ]; if( self istouching( area ) ) { self setclientfieldtoplayer( "sndmudslow", 0 ); self notify( "mud_slowdown_cleared" ); continue; } else { num = getnextarraykey( ary, num ); } } self setmovespeedscale( <speed> ); wait .05; }
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if you want to turn the mud back on you can also do level.a_e_slow_areas = getentarray( "player_slow_area", "targetname" );you can also target the mud and instead of disabling it you can increase or decrease the player movement speed in it. example while( true ) { ary = level.a_e_slow_areas; num = getfirstarraykey( ary ); while( isdefined( num ) ) { area = ary[ num ]; if( self istouching( area ) ) { self setclientfieldtoplayer( "sndmudslow", 0 ); self notify( "mud_slowdown_cleared" ); continue; } else { num = getnextarraykey( ary, num ); } } self setmovespeedscale( <speed> ); wait .05; }JuiceTrailer62 thinking about it that will probably crash, I don't know just made it up, but someone will get it and fix it probably 




