I looked everywhere for a fix for this but I couldn't find any fix. could someone please help
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\gametypes\_hud_message;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_perks;
init() {
level thread onPlayerConnect();
}
onPlayerConnect() {
for (;;) {
level waittill("connected", player);
level thread levelMain();
player thread onPlayerSpawned();
player thread playerHud();
}
}
onPlayerSpawned() {
for (;;) {
self waittill("spawned_player");
self thread clientMain();
}
}
playerHud() {
self endon("disconnect");
level endon("game_ended");
flag_wait( "initial_blackscreen_passed" );
rampage_text = create_simple_hud(self); //rampage text
rampage_text.horzAlign = "left";
rampage_text.vertAlign = "top";
rampage_text.alignX = "left";
rampage_text.alignY = "top";
rampage_text.y = 5;
rampage_text.x = -1;
rampage_text.foreground = 1;
rampage_text.fontscale = 1;
rampage_text.alpha = 1;
for(;;) {
if (level.on) {
rampage_text SetText("Rampage Inducer: On");
} else {
rampage_text SetText("Rampage Inducer: Off");
}
wait 0.025;
}
}
levelMain() {
level.on = false;
recent = false;
change = false;
for(;;) {
zombies = getAiArray(level.zombie_team);
if (level.on != recent) {
recent = level.on;
change = true;
if (level.on != true) {
IPrintLnBold("false");
} else {
IPrintLnBold("true");
}
}
foreach (zombie in zombies) {
if (level.on) {
zombie.zombie_move_speed = "super_sprint";
} else {
zombie.zombie_move_speed = "sprint";
}
}
wait 0.25;
}
}
clientMain() {
level endon("end_game");
self endon("disconnect");
on = false;
for (;;) {
while (self AdsButtonPressed()) {
if (self MeleeButtonPressed()) {
duration = 0;
while (self MeleeButtonPressed()) {
duration += 1;
if (duration == 5) {
if (level.on == true) {
level.on = false;
} else {
level.on = true;
}
}
wait 0.5;
}
}
wait 0.5;
}
wait 0.5;
}
}