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Grenade detonate on contact

Posted: Fri Aug 15, 2014 9:14 am
by Anakin
Hi,

how can i make an grenade to explode when it hits something?? Perons, props, walls, floor,...
Something like that is often done for the sonic detonator. it explode directly, when it hits an unit or prop. But i cannot find the part where it is setup like that.
So maybe someone can tell me how to do such an grenade, or what property to change.

Re: Grenade detonate on contact

Posted: Fri Aug 15, 2014 9:18 am
by JimmyAngler
It might be the "shell" Label in the ord file..

Re: Grenade detonate on contact

Posted: Fri Aug 15, 2014 9:36 am
by Anakin
tryed it. But when i throw it near it falls through the floor without explosion. When i throw it very far it explode in the air. an idea why??

Re: Grenade detonate on contact

Posted: Fri Aug 15, 2014 6:50 pm
by AQT
Change the ClassLabel to sticky, and make the ordnance stick to whatever surface type you want it to stick to. I forgot if you need to adjust any other values, but this should make the grenade detonate on contact with your specified surfaces.

Re: Grenade detonate on contact

Posted: Sat Aug 16, 2014 7:33 am
by Anakin
sticky works fine for troopers and props. But it doesn't work at the coruscant walls and floor. Haven't test it at the terrain on mos eisley for example.

But i still have an other problem. There is no damage :?

rep_weap_grenade_flame.odf
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"

[Properties]
HUDTag = "hud_rc_grenade_flame"

OrdnanceName = "rep_weap_grenade_flame_ord"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "0"
AITargetBuilding = "0"

OrdnanceName = "rep_weap_grenade_flame_ord"
FireSound = com_weap_throw"

NEXTCHARGE = 0.2
OrdnanceName = "rep_weap_grenade_flame_ord1"
FireSound = com_weap_throw"

NEXTCHARGE = 0.4
OrdnanceName = "rep_weap_grenade_flame_ord2"
FireSound = com_weap_throw"

NEXTCHARGE = 0.6
OrdnanceName = "rep_weap_grenade_flame_ord3"
FireSound = com_weap_throw"

//************************************************
//******************* 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]
rep_weap_grenade_flame_ord.odf
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "sticky"

[Properties]
GeometryName = "com_weap_thermaldetonator"
ExplosionExpire = "rep_weap_grenade_flame_exp"

LifeSpan = "0.1"
Velocity = "20.0"
Gravity = "1.5"
Rebound = "0.2"
Friction = "2.0"

ImpactEffectWater = "com_sfx_watersplash_sm"
TrailEffect = "com_sfx_inf_damage_fire"

LightColor = "252 67 67 150"
LightRadius = "4.0"

//ImpactEffect = "ack_sfx_weap_grenade_radiation_exp"

ImpactEffect = "rc_inf_exp_firegrenade"

OrdnanceName = "rep_weap_grenade_flame_orbit_ord"

AimAzimuth = "0.0"
AimElevation = "90.0"
AimDistance = "1.0"

MaxDamage = "0.0"

SalvoCount = "1"
SalvoDelay = "0.1"

ScatterDistance = "0.0"

StickAll = 1
StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1
StickProp = 1

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""[/code]

rep_weap_grenade_flame_exp.odf
Hidden/Spoiler:
[code][ExplosionClass]
ClassParent = "com_weap_inf_thermaldetonator_exp"

[Properties]
Damage = "0.0"
DamageRadiusInner = "10.0"
DamageRadiusOuter = "10.0"

Push = "0.0"
PushRadiusInner = "0.0"
PushRadiusOuter = "0.0"
PushDeadOnly = "0"

Shake = "0.0"
ShakeLength = "0.0"
ShakeRadiusInner = "0.0"
ShakeRadiusOuter = "0.0"

LightRadius = "0.0"
LightDuration = "0.0"

VehicleScale = "0.0"
BuildingScale = "0.0"
DroidScale = "0.0"

Effect = "rc_inf_exp_firegrenade"
WaterEffect = "com_sfx_watersplash_lg"

SoundProperty = "flame_on"
SoundFadeInTime = 0.001
SoundFadeOutTime = 0.02[/code]

rep_weap_grenade_flame_orbit_ord.odf
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "emitterordnance"

[Properties]
Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets
ConeAngle = "360"
FirstRadius = "0.0"
MaxTargets = "100" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker

Damage = "30" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "60" // This is the max damage
JumpDeduction = "2" // No jump deduction. This is for chaining only
DamageThreshold = "400" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off

VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

Push = "0.0"

AffectFriends = "1"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "0"

DebuffDamageTimer = "100"
DebuffDamageRate = "100"

//PlayEffectOnOwnerAimer = "cmm_sfx_explosion_lg"

SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = "60.0"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"
[/code]

i want everyone who is affacted by this grenade to take fire. So the explosion deals no damage, but the emitter should inflame the units. But this doesn't happen.