Page 1 of 1

Emp Grenade

Posted: Fri Sep 21, 2007 12:21 pm
by REivEN
If could someone tell me where i can get the emp grenades assets :)

Re: Emp Grenade

Posted: Fri Sep 21, 2007 1:18 pm
by Maveritchell
In the BF2 assets.

Re: Emp Grenade

Posted: Fri Sep 21, 2007 3:30 pm
by Xavious
Change the explosion of a thermal detonator to the shockfield explosion.

Re: Emp Grenade

Posted: Fri Sep 21, 2007 3:35 pm
by BountyHunterV
Darth_Maul wrote:Change the explosion of a thermal detonator to the shockfield explosion.
how do you do that exactly?

Re: Emp Grenade

Posted: Fri Sep 21, 2007 3:42 pm
by Xavious
Ok, I'll just post my EMP grenade ODFs. You guys can figure it out from there.

rep_weap_inf_emp_grenade

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"
rep_weap_inf_emp_grenade_exp

Code: Select all

[ExplosionClass]
ClassParent 		= "com_weap_inf_emp_grenade_exp"
rep_weap_inf_emp_grenade_ord

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"
^ All of the above go in your side's ODF folder.


The following go in your sides/common/odf folder.


com_weap_inf_emp_grenade

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"
com_weap_inf_emp_grenade_exp

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"
com_weap_inf_emp_grenade_ord

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   = ""

Re: Emp Grenade

Posted: Fri Sep 21, 2007 3:47 pm
by Thunder
to find the emp grenade i think you might beable to get it by changeing republic grenade to with a shock feild or if you have the swbf1 mod tools get the emp grenade from the ep2 trooper

PS: u can't wait to see it in one of your new maps:)

:maulsaber: