"They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard."Our subject isn't cool, but he thinks it anyway - he may not have a clue, and he may not have style, but everything he lacks, well, he makes up in denial!Someone ever tries to kill you, you try to kill 'em right back.
The reason that it would be 5 is that it would maintain the way it works on avg now. Remember that the timer is independent as to when you threw the nade and thus basically 10% of the time you will instantly get a nade and 10% of the time you will wait 10 seconds.
Event A occurs randomly and Event B occurs every 10 seconds so on average what is the time most likely on average before you can use?
1 = 10%
2 = 10%
3 = 10%
4 = 10%
5 = 10%
6 = 10%
7 = 10%
8 = 10%
9 = 10%
10 = 10%
(1+2+3+4+5+6+7+8+9+10)/10=5.5
In theory my more complex method of doing it could make the length of wait after using the nade random within a range however I figured that the item would be more logical is the delay was know or could be deduced.
So if you guys want me to spend time to do this the complex but better way then let me know if you would rather have a random wait time or a static one, the static one will be 5 seconds. A random time can be anything you guys want to do. For example it could be 1-10 or 3-6 or whatever.
That sounds good, but once its on the test server we can see if that time is too short/long. I'm sure once you get the code for it the time can be changed relatively easily. With that your looking at 20 nades a minute if you constantly throw it on the right time, figure there will be some delay in timing so around 17 nades a minute, then your looking at around 51 nades a round if there is constant spamming until the timer runs out. Realistically I don't see that happening all too often, true on some maps like crack house or office it could get really old really quick, but if there is a nade in your hand you are shot pretty easily. At any rate at least this item would be purchased now so its definitely an improvement.
Edit: How long does it take for a nade to explode once its thrown? a slight delay between this and when you get your next nade may help to prevent a constant spam wall of nade.
I hit Brett right in the feels.
Oh I should mention that this new method of nade tracking and giving also can add an effect to the nades thrown when one has this item. Would you all like to see any sort of effect added to this item and if so what. I can do things like add a trailing effect behind the nade.
---------- Post added at 03:22 PM ---------- Previous post was at 03:15 PM ----------
First beta release of new gloves plugin is live. I have split it off into its own plugin instead of having it in the shopmenu directly. This makes things much easier to update and preform bugfixes. In the future I hope to actually use seprate plugins for every shop menu item possible b/c it makes things much easier to fix without risk of intruducing bugs.
---------- Post added at 03:29 PM ---------- Previous post was at 03:22 PM ----------
Tested and it works as intended. I can also make it do something when your given a nade from this item like a message, sound or effect. Let me know if you all want this item to be spruced up a bit and what sort of stuff you would like to see.
Shouldn't the default "nade pickup" sound be enough for that?
4) Use admin privileges sparingly and appropriately.