Faulty Grenades
1 Attachment(s)
Faulty Grenades by Texnux, version 1.0, updated 30-10-2008
Description This plugin makes some grenades faulty, meaning they won't go off. They will just lie on the ground, either until a new round or after x seconds depending on a cvar. Cvars - fg_stay 10.0 - The amount of time the grenades will lay on the ground if they were a defective grenade. 0 means that they will stay until next round. - fg_he_faulty 1 - Specifies wether that a he grenade can become faulty or not - fg_he_chance 10 - the percentage of risk of a he grenade becoming faulty - fg_flash_faulty 1 - Specifies wether that a flash grenade can become faulty or not - fg_flash_chance 10 - the percentage of risk of a flash grenade becoming faulty - fg_smoke_faulty 1 - Specifies wether that a smoke grenade can become faulty or not - fg_smoke_chance 10 - the percentage of risk of a smoke grenade becoming faulty Warning This plugin must be higher on the list in plugins.ini than any grenade model altering plugins! Otherwise it wont work correctly! Module: Fakemeta - Texnux |
Re: Faulty Grenades
Interesting...
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Nice idea :D
BTW: How much plugins do you make a day? :D |
Re: Faulty Grenades
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Got a list of about 10-20 plugins that I might make. The more you do, they better you get :P - Texnux |
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This is great plugin for zombie plague... :)
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Re: Faulty Grenades
Perhaps being able to shoot faulty nades to make them activate?
Instead of using fg_*_faulty cvars, just use the fg_*_chance to check if it is larger than 0. Don't use pev_nextthink, better to use pev_dmgtime. |
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Right when you shoot them they explode. that would be cool. |
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The method I'm thinking about is nearly the same as: http://forums.alliedmods.net/showthread.php?p=371525 Through CurWeapon event, but I'm sure there is a better way. Quote:
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- Texnux |
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