Thread: Faulty Grenades
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Texnux
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Join Date: Mar 2008
Location: Denmark
Old 11-01-2008 , 18:53   Re: Faulty Grenades
Reply With Quote #10

Quote:
Originally Posted by Emp` View Post
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` View Post
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` View Post
Don't use pev_nextthink, better to use pev_dmgtime.
Ahh, okay, I'll change that.

- Texnux
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