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-   -   Faulty Grenades (https://forums.alliedmods.net/showthread.php?t=79821)

Texnux 10-30-2008 09:44

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

anakin_cstrike 10-30-2008 10:07

Re: Faulty Grenades
 
Interesting...

crazyeffect 10-30-2008 10:28

Re: Faulty Grenades
 
Nice idea :D

BTW: How much plugins do you make a day? :D

Texnux 10-30-2008 10:32

Re: Faulty Grenades
 
Quote:

Originally Posted by crazyeffect (Post 707523)
Nice idea :D

BTW: How much plugins do you make a day? :D

Just started making plugins for serious, to get some experience in coding, so right now atleast one, but I'm working on multiple, as I find it fun to code.

Got a list of about 10-20 plugins that I might make.

The more you do, they better you get :P

- Texnux

anakin_cstrike 10-30-2008 10:37

Re: Faulty Grenades
 
Quote:

The more you do, they better you get :P
That is true....that is fuckin' true :P

Fry! 10-30-2008 16:48

Re: Faulty Grenades
 
This is great plugin for zombie plague... :)

{PHILMAGROIN} 10-31-2008 00:19

Re: Faulty Grenades
 
Quote:

Originally Posted by anakin_cstrike (Post 707517)
Interesting...


Emp` 10-31-2008 01:42

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.

{PHILMAGROIN} 10-31-2008 14:03

Re: Faulty Grenades
 
Quote:

Perhaps being able to shoot faulty nades to make them activate?
This is a good idea!
Right when you shoot them they explode. that would be cool.

Texnux 11-01-2008 18:53

Re: Faulty Grenades
 
Quote:

Originally Posted by Emp` (Post 707907)
Perhaps being able to shoot faulty nades to make them activate?

I'm looking for a way to hook that and I know of one way, but there sure is a better way.

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:

Originally Posted by Emp` (Post 707907)
Instead of using fg_*_faulty cvars, just use the fg_*_chance to check if it is larger than 0.

I usually do that, don't know why I didn't do it this time, it will be fixed...

Quote:

Originally Posted by Emp` (Post 707907)
Don't use pev_nextthink, better to use pev_dmgtime.

Ahh, okay, I'll change that.

- Texnux


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