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Author Topic: Timefused grenades  (Read 1335 times)

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Offline KTottE

  • Former Staff
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Timefused grenades
« on: 13 Oct 2003, 18:02:09 »
NAME: KTE GRENADES
VERSION: 0.8 BETA

Right, I have completed an addon which will give you very handy timefused grenades in OFP.
Right now it has been tested and works (to my knowledge) 100% in SP when used by players.
I am not sure if AI will use it properly, so I want you lot to test this.

It would also be nice if you could test this in MP, as I have not gotten the chance to do this.

All instructions are in the included readme.txt
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

Offline Zayfod

  • ECP Team
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  • Llama, softest natural fibre in the world.
Re:Timefused grenades
« Reply #1 on: 18 Oct 2003, 13:00:57 »
Finally sumone made this!

Great stuff KTottE  :cheers:

downloading now. :-*

Zay
"I have come here to kick ass and chew bubble gum......an I'm all outta bubble gum!"

sanam

  • Guest
Timefused grenades marching on my Mod
« Reply #2 on: 04 Apr 2004, 07:07:07 »
I'll gladly include those in my mod, so if you're interested, let's put some more details here, it may be usefull for the community:

I want all grenades to be Timefused:
-What Eventhandler line should I use for my units ?

I have my own 'nades P3D models, with their CPP,  pic's & so on, working:
-Should I replace them ?
-Should I edit them to put my stuff in it ?
-I could put them inherited between class OFPGrenades and class MyModGrenades: will that works ?
-How much do I actually NEED your CPP-ammo definitions and Weapons definitions since I could replace it with my definitions, hence getting rid of standard ofp grenades ?
-So can I add your scripts to my grenades ?

-Wich way do you actually recommand ?

You got "KTE_Grenades" and "KTE_GrenadeLive" defined:
-Is it one that is visibly thrown, and the latter that actually explodes ?

I don't understand these lines. Could you detail them a bit for me ?

Quote

from the grenadeFuse script:

; Get the grenade we tamper with
_nade = nearestObject [_unit,_ammo]

; Pass the live-version of _ammo into _live
_live = format["%1live",_ammo]


Please say something. All credits will be given, Tags will remain, but with huge modifications inside as I need to use my models: they are drastically different from the original ones.

Cheers - Nice work by the way - I've always wanted to be able to try to run when one pineapple is coming... Thrills thrills thrills.

Subsidiary question: Everybody will be using TF grenades inside the mod, hopefully if I achieve to implement them, so I'd like the AI to try to run and escape when used against them... Any Scripting Idea ?

Peacepunk Tanx & Bye.
« Last Edit: 04 Apr 2004, 07:09:01 by PeacePunk »

sanam

  • Guest
Re:Timefused grenades
« Reply #3 on: 05 Apr 2004, 05:04:51 »
Temporarily implemented in a draft mission, with my .p3d's.
(CPP and Scripts tuned a bit. Still need FiredEventhandler sample-class.)

As Player, OK. :)

AI won't use them,  ???, even if they are the only weapon they got.
Upgraded CPP-damageFactor in 'nade (non-"Live") class, don't do any. Was 5, now 8 i.e. equal to BulletSilencedSingle...
Is it because they are inherited from SmokeSHell, hence not a real weapon ?

AS PLAYER AS
-MachineGunner, throws 12metres max...
-MortarSoldier, no explosion...
-Regular soldier, so good: I can even see my .p3d waiting on the ground before exploding... Good.

Any idea ?