It restores the former glory of grenade rings - by turning them into mines!
They will explode early when any player that is considered an enemy comes nearby:
If not in a team game, that is everybody but you.
In a team game, that means everybody not in your team.
They still explode after an amount of time, but they last a little longer than normal grenades.
They will explode early when any player that is considered an enemy comes nearby:
If not in a team game, that is everybody but you.
In a team game, that means everybody not in your team.
They still explode after an amount of time, but they last a little longer than normal grenades.
All CVars are marked as cheat CVars, and will print a message when they are changed.
All time CVars, when changed, will display the amount of tics you set in seconds.
nadefuse <integer in tics>
Default: 525 tics (15 seconds)
Sets the maximum amount of time a grenade may last before exploding.
nadecheckstart <integer in tics>
Default: 70 tics (2 seconds)
After throwing a grenade, once this amount of time passes, the grenade will be able to explode when tripped by an enemy.
This prevents grenades from detonating too early.
nadecheckdist <integer in fracunits>
Default: 192 fracunits
When an enemy gets this close to a grenade, it will explode.
This does not change the explosion radius.
nadefriendlytrip <0|1|2>
Default: 0
Sets who is considered an enemy, basically.
0 makes the mine trip when an enemy is nearby. (Opposite team in team games, everyone but you in non-team games)
1 acts like 0, but also trips on team members. (Does nothing on non-team games)
2 acts like 1, but also trips on the shooter.
nadedestroy <0|1|2>
Default: 0
This is a little experimental feature.
When a player throws a grenade and disconnects/changes teams, what happens depends on the current value of this CVar:
If 0, grenades from this player will be removed.
If 1, they will all explode at once.
If 2, they will remain in the game, but they will damage anybody (tripping mechanism still follows team rules). (A little buggy though)
All time CVars, when changed, will display the amount of tics you set in seconds.
nadefuse <integer in tics>
Default: 525 tics (15 seconds)
Sets the maximum amount of time a grenade may last before exploding.
nadecheckstart <integer in tics>
Default: 70 tics (2 seconds)
After throwing a grenade, once this amount of time passes, the grenade will be able to explode when tripped by an enemy.
This prevents grenades from detonating too early.
nadecheckdist <integer in fracunits>
Default: 192 fracunits
When an enemy gets this close to a grenade, it will explode.
This does not change the explosion radius.
nadefriendlytrip <0|1|2>
Default: 0
Sets who is considered an enemy, basically.
0 makes the mine trip when an enemy is nearby. (Opposite team in team games, everyone but you in non-team games)
1 acts like 0, but also trips on team members. (Does nothing on non-team games)
2 acts like 1, but also trips on the shooter.
nadedestroy <0|1|2>
Default: 0
This is a little experimental feature.
When a player throws a grenade and disconnects/changes teams, what happens depends on the current value of this CVar:
If 0, grenades from this player will be removed.
If 1, they will all explode at once.
If 2, they will remain in the game, but they will damage anybody (tripping mechanism still follows team rules). (A little buggy though)
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