m21man 0 Posted December 12, 2003 How do you config a grenade to execute a script upon impact? Share this post Link to post Share on other sites
bn880 5 Posted December 12, 2003 hmm Have you experimented with hit or dammaged EH's? Err ammo doesn't have those does it I would initially try to catch the grenade object from a units fired EH, then wait until it is deleted upon impact... just an idea Share this post Link to post Share on other sites
m21man 0 Posted December 12, 2003 But I want it so that it's just a weapon that can be added to a unit's weapons and then thrown. I think that I've seen it done before (FDF Mod's Molotov cocktails), so it must be possible. Share this post Link to post Share on other sites
BraTTy 0 Posted December 14, 2003 Same thing Bn880 said,you will need the "fired" eventhandler on any soldier that might use the grenade in advance because you can't add the eventhandler to the grenade and example from my Corsair: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _plane = _this select 0 _weapon = _this select 1 _type = _this select 2 ;player sidechat format [" %1 fired %2 " , _plane ,_weapon] ? _weapon == "eca_corttim" : goto "rocketl" ? _weapon == "eca_corttim8" : goto "rocketl8" ? _weapon == "eca_cornapalm" : _napalm = nearestobject [_plane,_weapon];goto "napalm" Then just cycle the script till the _napalm objects health/height or whatever condition you will use Share this post Link to post Share on other sites
m21man 0 Posted December 14, 2003 OK, so how do you add the "fired" eventhandler through the config? Share this post Link to post Share on other sites
m21man 0 Posted December 14, 2003 Quote[/b] ]Same thing Bn880 said,you will need the "fired" eventhandler on any soldier that might use the grenade in advance because you can't add the eventhandler to the grenade And you can add the "fired" eventhandler to any infantry unit? Because while I'm a BAS Ranger, I can pick up a Molotov and throw it succesfully. Share this post Link to post Share on other sites
bazooka_boy 0 Posted January 31, 2004 Could this sort of thing be used to stop a grenade having any affect on those inside a bunker? Could you have a trigger with an area covering a parimeter around the bunker and use the EH of any unit within throwing a grenade to set the grenade to explode with no damage? Bazooka_Boy Share this post Link to post Share on other sites
BraTTy 0 Posted January 31, 2004 Quote[/b] ]Same thing Bn880 said,you will need the "fired" eventhandler on any soldier that might use the grenade in advance because you can't add the eventhandler to the grenade And you can add the "fired" eventhandler to any infantry unit? Because while I'm a BAS Ranger, I can pick up a Molotov and throw it succesfully. lol sorry I thought you were answering, I am not sure how the molotov is setup? Share this post Link to post Share on other sites
BraTTy 0 Posted January 31, 2004 Could this sort of thing be used to stop a grenade having any affect on those inside a bunker?Could you have a trigger with an area covering a parimeter around the bunker and use the EH of any unit within throwing a grenade to set the grenade to explode with no damage? Bazooka_Boy You want to protect people? Not exactly sure what you are saying? Yes you can use the fired eventhandler and script to work within a trigger easily (any marker or object) But your talking a normal grenade? You could surely create a forcefield before grenade detonation,but the blast would go through walls,asides from some quick healing, I dunno if you can save that soldier,lol But for a smoke/fire effect something grenade,the grenade would have to do some damage still for the AI to use it well I think Share this post Link to post Share on other sites
whisperFFW06 0 Posted February 3, 2004 Quote[/b] ]Same thing Bn880 said,you will need the "fired" eventhandler on any soldier that might use the grenade in advance because you can't add the eventhandler to the grenade And you can add the "fired" eventhandler to any infantry unit? Because while I'm a BAS Ranger, I can pick up a Molotov and throw it succesfully. You need a mod to do it. Share this post Link to post Share on other sites
m21man 0 Posted February 12, 2004 Quote[/b] ]You need a mod to do it. I'm making the primary config for Nightstalker . Share this post Link to post Share on other sites
SelectThis 0 Posted February 13, 2004 have a look at how we treated grenades in JAM SelectThis Share this post Link to post Share on other sites
Baphomet 0 Posted February 17, 2004 Someone needs to make a standalone incendiary grenade of some sort. FDFmod sure has a lot of neat "little" features, but it's only the little features I care about really. I like too many other things to give them up. For a huge mod with some cool tweaks. Share this post Link to post Share on other sites