Grenade drop fix
Unlike grenade drop fixes in the past. I wanted a fix that allowed you to still drop the grenade but not not allow bad people to crash the server, The fix works by dropping the state if the grenade is not there. I will not explain how to do these glitches.
To implement the grenade fix you must add : “!HAS_WEAPON” to the charge states. I don’t think it is even needed but I have also added “IS_WEAPON_ACTIVE "Error" "grenade"” to the charge states and both lines to the fire grenade states just to make sure. This is a nasty glitch.
Add the following to each of the states:
|
STAND : IS_WEAPON_ACTIVE "Error" "grenade" STAND : !HAS_WEAPON |
To each state:
state RELEASE_ATTACK_GRENADE_SECONDARY
state RELEASE_ATTACK_GRENADE
state CHARGE_ATTACK_GRENADE_SECONDARY
state CHARGE_ATTACK_GRENADE
These states should now look something like these:
|
//============================================================================== //============================================================================== // // Primary Charge Up Attacks (grenades) // //==============================================================================
state CHARGE_ATTACK_GRENADE { movetype legs
entrycommands { viewmodelanim charge }
action { steilhandgranate_crouch_charge : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching" steilhandgranate_stand_charge : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
grenade_crouch_charge : POSITION_TYPE "crouching" grenade_stand_charge : default }
states { STAND : !HAS_WEAPON STAND : IS_WEAPON_ACTIVE "Error" "grenade" TURRET_START : IS_USING_TURRET RELEASE_KILLED_FRAG : KILLED RELEASE_ATTACK_GRENADE : !ATTACK_PRIMARY MIN_CHARGE_TIME_MET "mainhand"
} }
state RELEASE_ATTACK_GRENADE { movetype legs
entrycommands { viewmodelanim fire }
action { steilhandgranate_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching" steilhandgranate_stand_fire : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
grenade_crouch_fire : POSITION_TYPE "crouching" grenade_stand_fire : default }
states { STAND : !HAS_WEAPON STAND : IS_WEAPON_ACTIVE "Error" "grenade" RELEASE_KILLED_FRAG : KILLED MIN_CHARGE_TIME_MET "mainhand" // killed before the grenade was released STAND : KILLED STAND : ANIMDONE_TORSO } }
state CHARGE_ATTACK_GRENADE_SECONDARY { movetype legs
entrycommands { viewmodelanim charge }
action { steilhandgranate_crouch_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching" steilhandgranate_stand_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
grenade_crouch_charge_secondary : POSITION_TYPE "crouching" grenade_stand_charge_secondary : default }
states { STAND : !HAS_WEAPON STAND : IS_WEAPON_ACTIVE "Error" "grenade" TURRET_START : IS_USING_TURRET RELEASE_KILLED_FRAG : KILLED RELEASE_ATTACK_GRENADE_SECONDARY : !ATTACK_SECONDARY MIN_CHARGE_TIME_MET "mainhand"
} }
state RELEASE_ATTACK_GRENADE_SECONDARY { movetype legs
entrycommands { viewmodelanim fire }
action { steilhandgranate_crouch_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching" steilhandgranate_stand_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
grenade_crouch_fire_secondary : POSITION_TYPE "crouching" grenade_stand_fire_secondary : default }
states { STAND : !HAS_WEAPON STAND : IS_WEAPON_ACTIVE "Error" "grenade" RELEASE_KILLED_FRAG : KILLED MIN_CHARGE_TIME_MET "mainhand" // killed before the grenade was released STAND : KILLED STAND : ANIMDONE_TORSO } } |
My states have the MG42 Glitch Fix mixed in.