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Faulty Grenades


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Plugin Info:     Modification:   Counter-Strike        Category:   Fun Stuff        Approver:   Exolent[jNr] (178)
Texnux
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Join Date: Mar 2008
Location: Denmark
Old 10-30-2008 , 10:44   Faulty Grenades
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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
Attached Files
File Type: sma Get Plugin or Get Source (gredefect.sma - 2470 views - 1.7 KB)
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anakin_cstrike
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Join Date: Nov 2007
Location: Romania
Old 10-30-2008 , 11:07   Re: Faulty Grenades
Reply With Quote #2

Interesting...
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crazyeffect
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Join Date: Jul 2008
Location: Belgium
Old 10-30-2008 , 11:28   Re: Faulty Grenades
Reply With Quote #3

Nice idea

BTW: How much plugins do you make a day?
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Texnux
Member
Join Date: Mar 2008
Location: Denmark
Old 10-30-2008 , 11:32   Re: Faulty Grenades
Reply With Quote #4

Quote:
Originally Posted by crazyeffect View Post
Nice idea

BTW: How much plugins do you make a day?
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

- Texnux
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anakin_cstrike
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Old 10-30-2008 , 11:37   Re: Faulty Grenades
Reply With Quote #5

Quote:
The more you do, they better you get
That is true....that is fuckin' true
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Fry!
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Join Date: Apr 2008
Location: Latvia
Old 10-30-2008 , 17:48   Re: Faulty Grenades
Reply With Quote #6

This is great plugin for zombie plague...
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Quote:
Originally Posted by wisam187
why all the great scriptors..... always.... leave and let their works go into oblivion ???
i miss your way in making outstanding plugins...
this forum needs lots of the likes of you..... and less of the idiots that spread right now.
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{PHILMAGROIN}
Senior Member
Join Date: Aug 2007
Location: In the middle of the des
Old 10-31-2008 , 01:19   Re: Faulty Grenades
Reply With Quote #7

Quote:
Originally Posted by anakin_cstrike View Post
Interesting...
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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 10-31-2008 , 02:42   Re: Faulty Grenades
Reply With Quote #8

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.

Last edited by Emp`; 10-31-2008 at 02:47.
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{PHILMAGROIN}
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Join Date: Aug 2007
Location: In the middle of the des
Old 10-31-2008 , 15:03   Re: Faulty Grenades
Reply With Quote #9

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.
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Texnux
Member
Join Date: Mar 2008
Location: Denmark
Old 11-01-2008 , 19:53   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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