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| closedfuse |
| Started by Dr.G on 04-30-2009, 08:41 PM |
started this thread
Posts: 776Threads: 75
Joined: Nov 2007
04-30-2009, 08:41 PM
#1
i just tested this:rnrn
////////////////////////////////////////////////////////////////////////////////////////////////////rn// Gets or Sets the fuse on a grenade entityrn// Only use the set param (value of 1 or 0) to set this offset; ignore it to "get"rn// the current valuernstock Float:dod_fuse( grenindex, Float:set = -1.0 ) rn{rn new Float:gametime = get_gametime()rn if( set > -1.0 ) set_pev( grenindex, pev_dmgtime, gametime + set )rn rn new Float:currentrn pev( grenindex, pev_dmgtime, current )rn rn return current - gametimern}rnrnbut it didnt do jack. how to control the fuse then?started this thread
Posts: 776Threads: 75
Joined: Nov 2007
06-17-2009, 11:13 AM
#2
you can control the fuse if you force the nade to think right after you have set dmgtime....rnrnlike:rnrn
rnset_pev(grenade, pev_dmgtime, 2.0 /* float */)rn dllfunc(DLLFunc_Think, grenade)posted here
Posts: 160Threads: 42
Joined: Sep 2007
09-26-2009, 07:06 AM
#3
btw: is it possible to spawn a grenade on the map , set the fuse to 0.1 to force the direcly exploding ? :-)

