Emp Grenade
Posted: Fri Sep 21, 2007 12:21 pm
If could someone tell me where i can get the emp grenades assets 
how do you do that exactly?Darth_Maul wrote:Change the explosion of a thermal detonator to the shockfield explosion.
Code: Select all
[WeaponClass]
ClassParent = "com_weap_inf_emp_grenade"
GeometryName = "rep_weap_inf_grenadethermal.msh"
[Properties]
OrdnanceName = "rep_weap_inf_emp_grenade_ord"
//************************************************
//******************* SOUND *****************
//************************************************
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"Code: Select all
[ExplosionClass]
ClassParent = "com_weap_inf_emp_grenade_exp"Code: Select all
[OrdnanceClass]
ClassParent = "com_weap_inf_emp_grenade_ord"
GeometryName = "rep_weap_inf_grenadethermal.msh"
[Properties]
ExplosionExpire = "rep_weap_inf_emp_grenade_exp"Code: Select all
[WeaponClass]
ClassLabel = "grenade"
[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
OffhandWeapon = 1
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "12"
OptimalRange = "18"
MaxRange = "24"
LockOnRange = "30.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"
InitialSalvoDelay = "0.51"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"Code: Select all
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "450.0"
DamageRadiusInner = "4.5"
DamageRadiusOuter = "6.5"
Push = "10.0"
PushRadiusInner = "6.5"
PushRadiusOuter = "6.5"
Shake = "0.5"
ShakeLength = "0.75"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "15.0"
Effect = "com_sfx_weap_emp_exp_sm"
WaterEffect = "com_sfx_weap_emp_exp_sm"
Decal = "decal_explosion"
LightColor = "42 82 190 255"
LightRadius = "7.0"
LightDuration = "1.0"
VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
AnimalScale = "1.0"
SoundProperty = "force_lightning_impact"
//WaterExplosion = "com_weap_obj_med_water_exp"Code: Select all
[OrdnanceClass]
ClassLabel = "sticky"
[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
LightColor = "42 82 190 150"
LightRadius = "4.0"
ImpactEffectWater = "com_sfx_weap_emp_exp_sm"
ImpactEffect = "com_sfx_weap_emp_exp_sm"
TrailEffect = "com_sfx_weap_grenade_blue"
LifeSpan = "0.6"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.2"
Friction = "2.0"
StickPerson = 0
StickAnimal = 0
StickDroid = 0
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 0
StickBuildingUnbuilt= 0
StickTerrain = 0
CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""