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Fullbring

Fullbring's Tazer Nade Guide/Warnings

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Tazer Nade

 

Tonight was a realization for me. Over the last few weeks, what I thought was a dead topic surfaced again, and now I have to make sure there is some clarification on what this development means. Tonight saw an outburst of mods and admins learning how to use something Duke and I have been hiding for the past 11 months. That is, the Tazer Nade. In response to this, I have brought out some long forgotten info I know and have collected on the glitch and how it may harm the server in general if it spreads. To all those who may be reading this and have recently understood how the glitch works, congratulations. I always enjoy those who find bugs in the systems and look upon you well to keep the secret as long as you can :3. At least, I'm holding out for that. This is how it goes.

 

Back in early 2011, I found a glitch while a T was chasing me. Of course, I can't disclose what the requirements were for this situation. The result was anything that was hit by the frag grenade's area of effect got 'tazered', which is the state of being knifeless, moving at crouching (ctrl) speed, and having the player characters skin colored green. Being curious as I am, I had to investigate. I would first test the properties on single T's who had run out of sight from other CT's, who had run in vents, or were attempting to escape in some way. I had tested and refined the possible variations in which to obtain the nade and after gaining some assurance it would not fail; leading to my banning if I accidentally did mass freekill, I started more 'ambitious' experiments. I found T's who, because of my nature back in the day to pardon everything that moved under the sun, agreed in letting me test it out on them. The results were some of the best I would ever gain to understanding the properties of this bug. Then, I ran into a bit of trouble. I had become a mod, and at the same time there were circulations that there was a glitch that could taze all the T's. Luckily, I sought the help of another mod at the time, Duke. We had been working together to achieve the goal of becoming mods in the clan. While another option I had was Hadron, irl friend and confidant, I needed someone who also understood glitches and secrets in the maps and knew how to keep them. He was the first and last I had ever told about the tazer nade. By a stroke of luck, someone had spread the rumor that "shooting a nade with the tazer will make it a tazenade". It kept people off the trail and saved some exhaustion. After that, during my morning and late night sessions on Jb, I would openly get large groups of people to test it on if they had lost in a game or were rebels who were not pardoned but knew what I was doing and allowed it anyway, with their consent of course. Once I had put together all I wanted to know on the tazer nade , I saved the document for the last time and left it to sit in the back of my computer's backup drive. Now, many months later and with my promotion to admin, I realized that this glitch would ultimately come back to haunt me, and unless there is a way to fix it or keep people from using it, it could cause problems to the server later on. With this document, I hope to help others understand the risks of what this does and hope that in time, this bug will be fixed. While fun, it is troublesome :3 So without further ado, here are most of the results I found while testing them as of mid 2011 (not including updates to CS:S, which does cause variances in the bug it seems).

 

Properties Worth Mentioning

 

 

-The Tazer Nade (using the common method)

-Damage received in/on:

-Land: -5 (most reliable method)

-Water: -5

-Air: (-5)-variant((-grenadedmg%prox) random on certain maps)

-Material: ((-5)&or(death)(clipping)) (Bug within a bug, can cause noclipping on some force_objects)

-NoClipping: -5 (does not exempt those currently or going into noclipping mode, does not remove one from clipping mode but can cause those hit to lose speed until typed in console otherwise)

-Momentum

-Normal: Slows speed to crouching speed.

-Falling: Does not negate fall damage (kinda funny to watch the moment of) but allows more precise course correction and makes it easy to surf of almost any angled object. Hitting water does not cause damage gain as always.

-Propulsion: In an area that propels one forward (any game or area that forces a character back or forward) it subtracts the speed from the current, and can slow down mid air as a consequence of the speed effects. (can cause lag)

-Using Other Methods in obtaining the Taze Nade

-(Met2) Can cause excessive lag as the game looks to see the player holding a grenade with multiple functions. This can cause the player holding it to be kicked for: excessive ping, hacking, or can cause CS:S itself to freeze.

-(Met4) Every time the nade is thrown, it gets stuck in the player character, and has a chance of not going off, leaving the player unable to use the WASD, Space, and Ctrl keys.

-(Met4) Throwing the nade will stick the character, but if a T is also within the character, it will stick both players. If the CT kills the T, the CT is still stuck. If the T kills the CT, the grenade will revert back to a regular nade, while still stuck inside the T, and will detonate as such, usually causing large amounts of damage, but not lethal in most cases.

-Random Notes

-Hit a T with the nade while falling from Canyondam's climb, fell a short ways, then hit the ground. Died of course. Damage taken was normal for fall.

-Hit a T running through the water hallway in pool on VIP in the Mix. Negated the speed boost then speed up. Once the effect ended, the T stopped, then sped up again. Leaving tazer mode can stop movement it seems on such surfaces.

-Hit a T on Climb in Avalanche. He jumped off. I then switched the damage to ten. It killed him instantly upon hitting the ground. Possible glitch with teleporters+gravity? Must attempt again to make sure they didn't land on Race.

-Hit a T through the glass today. It requires the T to be hiding almost immediately next to the surface. Tested with water. Works with fewer successes.

-Saw a T run into soccer. Hit the ball with the nade. Oddly enough, the soccer ball killed him before the nade went off. Tried again later. The taze blast hit the soccer ball and hit the T, taking more damage than usual and becoming tazed. Shame he left in a rage. I missed some good data.

-Had a T fall a moderate distance after being hit with the nade. Survived by gliding off an almost impossible surface. Pardoned him for his success at life.

-Hit a T with a taze nade, then a regular nade. Kinda guessed it, but it didn't change much. The real grenade really hurt him. Then tried two tazer nades. Both registered as tazers, but the second one didn't do damage.

-Haven't had an entry for a while, finished the interesting experiments with tazer weaponry (page 5), but back to the nade and trying groups now. Can cause crashes on hit players. Proceed with caution.

-Hit a large, spread out group. T's can block damage from other T's by standing in front of them or inside them.

-Caused lag spike today. Oops. Hitting T's within an area with a blooming smoke nade can cause latency trouble. It might just be ddos on the server again.

-Hit a large group in the air. Laughed so hard. They hit the ground softly, but they all died from fall damage. Well... except for Classics. He went up for me today and got the 1337 secret just for this experiment. Still took a ton of damage, but survived.

-Wrapping up group projects. Too many people asking about it now.

-Divided the notes into 'Random' and 'Chaotic'. Random will hopefully never have to be used. The Chaotic Notes will be separated and put with the tazer weaponry, both should not be released, but will be kept in case of future problems that need addressing.

-Probably the last time I'll try this, but attempted a taze nade on CT's with the usual method (Chaotic notes, page 6). Unfortunately, it cleared out the armory of weapons and caused glitches. All had to relog.

[if this is ever used, only copy and paste until this point!]

 

Hope this helps :3 And enjoy the bug for as long as it lasts.

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Btw, just read the other Mass Freetazing thread. Shame its already spread as far as it has in such a small time, but if it's nessessary, I can pull up the other pages if that would help removing other glitchs atm. I would hate to see them go, but I don't want another problem like this to happen again.

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I think the tazer nade could be made into an actual plugin, but strict rules would have to be put into measure. For example, a slay for any misuse of tazer nade.

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I am extremely disappointed that you had knowledge of this bug since 2011 and I just heard about it tonight. This was classified as a bug as this was not the intended operation and it's such an easy vector for abuse. As of the time of your posting, this bug had already been patched.

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I was always concerned that something like this would be hard to patch (like the rampancy of the health glitch on canyondam for months that never got answered), but I guess it was all for naught. :3 I'm glad its gone though, but I can agree with Reflex. With the right conditions, this could be made into an nice plugin to put into jailbreak. It seems we're the only clan out there that has realized this bug and it could make a nice addition someday. And I'm sorry if witholding the info was a bad idea. I was a member at the time and none of the admins took any of us seriously or even thought a glitch like that was possible. If there are any other things you might want to hear about concerning bugs, just send me a PM and I'll tell you what I know ;3

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