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[TF2] Increase Demoman Pipe Bomb's Detonation Time?


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Splerp
Junior Member
Join Date: May 2013
Old 12-05-2014 , 08:18   Re: [TF2] Increase Demoman Pipe Bomb's Detonation Time?
Reply With Quote #11

Quote:
Originally Posted by Michalplyoutube View Post
Why not just use sticky arm time bonus and make it -1 so it will be longer to arm
Quote:
Originally Posted by WildCard65 View Post
There is: sticky arm time penalty
Thanks for the responses; I tried putting the attributes on the Grenade Launcher but they only had any effect on the Stickybomb Launcher

Quote:
Originally Posted by Root_ View Post
You may want to try something I created for DoD:S.
As far as I know you can prevent grenades from detonating using something like that.

snip
This worked! At the moment I've only stopped them from exploding, but I should be able to figure everything else out from now on.

Thanks for sharing this and to everyone else for the help.
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Root_
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Join Date: Jan 2012
Location: ryssland
Old 12-05-2014 , 11:07   Re: [TF2] Increase Demoman Pipe Bomb's Detonation Time?
Reply With Quote #12

Quote:
Originally Posted by Splerp View Post
At the moment I've only stopped them from exploding
You must try MyFunc() thingy because Hawse confirmed that rockets was exploded in air using that thing, and I guess it will be same for pipes.
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 12-23-2014 , 06:14   Re: [TF2] Increase Demoman Pipe Bomb's Detonation Time?
Reply With Quote #13

Quote:
Originally Posted by Root_ View Post
You must try MyFunc() thingy because Hawse confirmed that rockets was exploded in air using that thing, and I guess it will be same for pipes.
Strange, I tried it out on rockets and it simply made them disappear...

As detailed in my similar thread
https://forums.alliedmods.net/showpo...20&postcount=2
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Last edited by Chdata; 12-23-2014 at 06:15.
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