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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 :P

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.
Hidden/Spoiler:
[code]
[OrdnanceClass]
ClassLabel = "shell"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_sm"


GeometryName = "com_weap_inf_grenadethermal_ord"
ExplosionExpire = "com_weap_inf_impactdetonator_exp"
ExplosionImpact = "com_weap_inf_impactdetonator_exp"
TrailEffect = "com_sfx_weap_grenade_red"

LightColor = "253 43 43 150"
LightRadius = "4.0"

Damage = "50"

Velocity = "20"
Gravity = "1.2"
Rebound = "0.15"
Friction = "1.0"
LifeSpan = "2"

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

OrdnanceSound = ""
CollisionOtherSound = ""

BonusAmplification = "0.25"
[/code]

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.
Hidden/Spoiler:
[code]
[OrdnanceClass]
ClassLabel = "shell"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_sm"


GeometryName = "com_weap_inf_grenadethermal_ord"
ExplosionExpire = "com_weap_inf_impactdetonator_exp"
ExplosionImpact = "com_weap_inf_impactdetonator_exp"
TrailEffect = "com_sfx_weap_grenade_red"

LightColor = "253 43 43 150"
LightRadius = "4.0"

Damage = "50"

Velocity = "20"
Gravity = "1.2"
Rebound = "0.15"
Friction = "1.0"
LifeSpan = "2"

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

OrdnanceSound = ""
CollisionOtherSound = ""

BonusAmplification = "0.25"
[/code]
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.