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closedfuse
Started by Dr.G on 04-30-2009, 08:41 PM
Dr.G
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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?

Dr.G
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Posts: 776
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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)
ghzero
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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 ? :-)

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