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Faulty Grenades


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noobkake
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Join Date: Jul 2008
Old 11-02-2008 , 08:55   Re: Faulty Grenades
Reply With Quote #11

screen?
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Texnux
Member
Join Date: Mar 2008
Location: Denmark
Old 11-02-2008 , 09:18   Re: Faulty Grenades
Reply With Quote #12

Quote:
Originally Posted by noobkake View Post
screen?
Of a nade laying on the ground without going off...?

- Texnux
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Styles
Veteran Member
Join Date: Jul 2004
Location: California
Old 12-02-2008 , 12:58   Re: Faulty Grenades
Reply With Quote #13

Approved, pending that somebody reports it works.
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Costin83
Senior Member
Join Date: Jul 2008
Location: Romania
Old 02-03-2009 , 19:33   Re: Faulty Grenades
Reply With Quote #14

Quote:
Originally Posted by styles View Post
Approved, pending that somebody reports it works.
Oh... it sure does work Tested and delighted.

Ideea!

What if you give a faulty grenade the chance to go off randomly from 0 seconds (blowing in the face of the thrower) to 60 seconds for example (this means that it can blow off next round... in CT base )
All will be configured by cvars: "min_fault", "max_fault" and "fault_explode" for example. Where ("fault_explode" 0|1) will be the cvar handling the feature to randomly give the faulty grenade the chance to explode .

Throw grenade > if faulty = true > random chance explode/or not > if explode = true > random 0~60 seconds to explode > KABOOM! (CT BASE obviously!)
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Lience
Member
Join Date: Jul 2007
Old 11-03-2009 , 13:45   Re: Faulty Grenades
Reply With Quote #15

It's all about the nades, lol. Hehe cool plugin, but would see the suggestions become reality before I use this. Not cool enough at the moment ^^
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hamadkhan
New Member
Join Date: Jul 2016
Old 07-15-2016 , 04:00   Re: Faulty Grenades
Reply With Quote #16

It freeze c4 or invisible after defuse and round does not end
fix it

Last edited by hamadkhan; 07-15-2016 at 04:01.
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