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Impact detonator
Posted: Sun Jan 22, 2017 5:14 am
by CdtFox
Hey guys,
I've always wanted to know how i can get an impact grenade in-game, is there any odf trick to do?
Thanks

Re: Impact detonator
Posted: Sun Jan 22, 2017 5:52 am
by Anakin
take a look at sonic grenades. As far as i remember they are a kind of impact grenade
Re: Impact detonator
Posted: Sun Jan 22, 2017 6:26 am
by CdtFox
Anakin wrote:take a look at sonic grenades. As far as i remember they are a kind of impact grenade
You're right i forgot about that sorry

Re: Impact detonator
Posted: Sun Jan 22, 2017 9:03 am
by Delta-1035
Change
Code: Select all
[OrdnanceClass]
ClassLabel = "sticky"
to
Code: Select all
[OrdnanceClass]
ClassLabel = "shell"
in the ord file
Re: Impact detonator
Posted: Sun Jan 22, 2017 10:57 am
by AnthonyBF2
The part that really matters is StickPerson = 1 which goes in the ODF ordnance file.
Re: Impact detonator
Posted: Sun Jan 22, 2017 1:47 pm
by Delta-1035
AnthonyBF2 wrote:The part that really matters is StickPerson = 1 which goes in the ODF ordnance file.
It does not, actually. That is for - believe it or not -
sticking the grenade to units.
If you change the ordnance class to "shell", you won't even need the stick-to-anything part in the odf, as it will make the grenade explode no matter what it touches.
For example, this is my com_weap_inf_impactdetonator_ord.odf, it works perfectly fine as wanted.
Re: Impact detonator
Posted: Sun Jan 22, 2017 5:04 pm
by AnthonyBF2
Delta-1035 wrote:AnthonyBF2 wrote:The part that really matters is StickPerson = 1 which goes in the ODF ordnance file.
It does not, actually. That is for - believe it or not -
sticking the grenade to units.
If you change the ordnance class to "shell", you won't even need the stick-to-anything part in the odf, as it will make the grenade explode no matter what it touches.
For example, this is my com_weap_inf_impactdetonator_ord.odf, it works perfectly fine as wanted.
It had been a while since I messed with that so I wasn't paying attention. The full block of parameters is:
StickPerson = 0
StickAnimal = 0
StickDroid = 0
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 0
StickBuildingUnbuilt= 0
StickTerrain = 0
It goes without saying that they should all be set to 1.
Re: Impact detonator
Posted: Sun Jan 22, 2017 7:37 pm
by Delta-1035
AnthonyBF2 wrote:It goes without saying that they should all be set to 1.
It goes without saying that you are wrong, as I have already said and shown, the stick-to-things lines are not required to make an impact detonator - you only need the shell class.
Take a look at the stock mortar launcher if you still don't believe me.