Thread: FrostNades
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Viceroy
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Join Date: Jun 2014
Old 11-12-2016 , 17:24   Re: FrostNades
Reply With Quote #578

The solution, but not quite accurate.
The method of the experiment revealed several teams responsible for setting speed.

fn_chill_duration 7 - How many seconds the cold lasts.
fn_chill_variance 1 - Difference cold duration, ie, the cold lasts - 7s, the difference - 1, the cold will last - 6 - 8 seconds.
fn_chill_speed 60 - a percentage of the original speed when the player is cooled.

So, let's begin. From the main.
fn_chill_speed 60 - a percentage of the original speed when the player is cooled.
It affects the speed, but it is not quite an accurate description. Interest is not the original speed as the standard. Standard speed 250.
And so if you are running a zombie at 350, then to freeze after they ran at the same speed you need:
250/100 = 2.5 (1%)
350 / 2.5 = 140% is necessary to register 140.
fn_chill_speed 140 - 350 run.

But here again the problem with
fn_chill_duration 7 - How many seconds the cold lasts.
The essence of this if the zombies running at speeds of 350, it froze and he again ran at 350, but during the 7 seconds, then again, the speed will drop to 250.
Since the effect of the cold disappears. At this point, this value should be the maximum. Put about: fn_chill_duration 540 well, or someone like anything to the effect lasted throughout the round.
But again, the problem was originally written as a plugin. What, after freezing at 60% the rate of falls for 7 seconds, and then restored. And then get that speed drops. Zombie easy harden for 3-4 seconds and run back at 350.

XxAvalanchexX
Could you add a cvar, for example fn_zombie_mod 1/0.
That there was not a standard speed (250) and from maxspeed (server.cfg).
And then decided to have all the problems.
But first, test, and possibly T and CT will run at maximum speed.

Last edited by Viceroy; 11-12-2016 at 17:33.
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