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FrostNades


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ArabicMan
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Join Date: Feb 2014
Location: مصر
Old 05-21-2014 , 09:30   Re: FrostNades
Reply With Quote #571

Quote:
Originally Posted by ramey View Post
when i use this plugin it was good but have bug when player speed 300 when i hit him with it speed set to 250 why !?
and can u fix it because i need this plugin
thxxx
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FORLOCOS
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Join Date: Jun 2014
Location: Indonesia
Old 06-15-2014 , 02:21   Re: FrostNades
Reply With Quote #572

cool plugins
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counter1strike6
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Join Date: Sep 2014
Location: morocco
Old 01-21-2015 , 12:16   Re: FrostNades
Reply With Quote #573

cool plugin
but this plugin change zombies speed
from 340 to 250 ?

please fix
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ArabicMan
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Join Date: Feb 2014
Location: مصر
Old 07-14-2015 , 05:01   Re: FrostNades
Reply With Quote #574

Quote:
Originally Posted by counter1strike6 View Post
cool plugin
but this plugin change zombies speed
from 340 to 250 ?

please fix
Quote:
Originally Posted by ArabicMan View Post
Put those in your amxx.cfg
PHP Code:
fn_chill_speed 0
fn_chill_duration 540
fn_chill_variance 0 
This in your server.cfg if you changed the zombie speed change maxspeed also
PHP Code:
sv_maxspeed 350 
**NOTE** This will freeze no chill after freeze only you can control freeze duration also i tested it worked fine for me.
HERE.

Last edited by ArabicMan; 07-14-2015 at 05:02.
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alexclaudiu2003
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Join Date: Aug 2011
Location: Romania
Old 02-11-2016 , 03:55   Re: FrostNades
Reply With Quote #575

you can make it compatible with biohazard mod ?
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 02-11-2016 , 06:22   Re: FrostNades
Reply With Quote #576

This was a standalone mod for stock cs. From what I recall Zombie Plague has its own frost nade. You should look into that.
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Vincent_Black
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Join Date: Oct 2016
Old 10-13-2016 , 12:01   Re: FrostNades
Reply With Quote #577

Hey, I'm using this one for HNS, but the problem is that it doesn't want to freeze a player, neither CT nor T, but it loads the .amxx file, I can change the cvars and stuff but the frostnade doesn't want to freeze an enemy.. help please?
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Viceroy
Member
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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kaldun
Junior Member
Join Date: Sep 2012
Location: RU
Old 04-11-2018 , 07:31   Re: FrostNades
Reply With Quote #579

Quote:
Originally Posted by Krtola View Post
Always shows me this problem:
L 11/02/2013 - 11:11:11: [AMXX] Run time error 10: native error (native "pev")
L 11/02/2013 - 11:11:11: [AMXX] [0] bio_frostnades.sma::ham_grenade_think (line 412)
L 11/02/2013 - 11:11:21: [FAKEMETA] Invalid entity
L 11/02/2013 - 11:11:21: [AMXX] Displaying debug trace (plugin "bio_frostnades.amxx")
L 11/02/2013 - 11:11:21: [AMXX] Run time error 10: native error (native "pev")
L 11/02/2013 - 11:11:21: [AMXX] [0] bio_frostnades.sma::ham_grenade_think (line 412)
Spoiler

Last edited by kaldun; 04-11-2018 at 07:32. Reason: sorry 4 up, but im rly think that this need not only for Krtola
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Old 03-01-2019, 14:28
Shadowless
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 03-31-2019 , 13:26   Re: FrostNades
Reply With Quote #580

Quote:
Originally Posted by Shadowless View Post
Hello, can someone tell me for to configure cvars... i want to replace only one flashbang
i tryed this but does not work, both flashbangs are frostnades

fn_enabled "1"
fn_nadetypes "1"
fn_limit "1"


other cvars are by default
Player have 2 flash grenade, and u want just one to be frost?
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https://www.youtube.com/watch?v=xpyYb65EgGs
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Old 04-16-2019, 17:37
Shadowless
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