Multiple grenades thrown [Solved]

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ColonelKlink
Second Lance Corporal
Second Lance Corporal
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Joined: Sat Dec 18, 2010 12:39 pm
Projects :: Creating weapons effects and props
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Multiple grenades thrown [Solved]

Post by ColonelKlink »

Okay, this topic is kinda less important, than other topics I have made, but I would really like to find an answer to this problem. Anyways.....the reason why I made this topic....
What I want to do, is to make an ODF for a custom grenade, and effect, that when you click the fire button, the unit throws like 3 or 4 grenades at the same time, that explode almost at the same time (it doesn't really matter if there is a delay between explosions, but it would be cool if it did), and also spread apart from each other when they are in the air. I already tried changing some lines, but I couldn't get it to do it right. If anyone could help me figure this out, I would be greatful.
AQT
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Re: Multiple grenades thrown

Post by AQT »

The way I personally would approach this is: in the main grenade ODF,
  • Change the ClassLabel to launcher
  • Increase the SalvoCount to three (3) or four (4)
  • Increase the SalvoDelay to something slightly greater than zero (0); 0.01, for example
  • Copy the spread values from the stock shotgun, and edit to where sees fit
This should give you a general idea to start with.
ColonelKlink
Second Lance Corporal
Second Lance Corporal
Posts: 111
Joined: Sat Dec 18, 2010 12:39 pm
Projects :: Creating weapons effects and props
Games I'm Playing :: Total War Medieval 2

Re: Multiple grenades thrown

Post by ColonelKlink »

I must have done something wrong, it didn't work.
What I did.....
Renamed the parent to all grenades, com_weap_blah-blah-detanator, to my grenades name. I changed the label to "launcher", changed the salvocount to 4, and the salvodelay to 0.01.
From the shotgun odf, I copied the pitch and yaw spread values, the spreadpershot and the other three values below it, and the stand, crouch, and prone values. That is all that I did.
Is there a line in the ord or exp that maybe, possibly, prohibits this or something? I think I followed your instructions exactly, and I am checking to make sure everything is as you said. Does shotspersalvo have anything to do with this? I think the default is 1, but I am not sure now.
AQT
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Re: Multiple grenades thrown

Post by AQT »

Oh yes, I forgot to mention another very important part: the RoundsPerClip should match your SalvoCount. Sorry about that.
ColonelKlink
Second Lance Corporal
Second Lance Corporal
Posts: 111
Joined: Sat Dec 18, 2010 12:39 pm
Projects :: Creating weapons effects and props
Games I'm Playing :: Total War Medieval 2

Re: Multiple grenades thrown

Post by ColonelKlink »

That fixed it. Thanks AQT!! This will help with other stuff I am working on too!
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