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Big Dawg KS

Grenade Pack V2.0

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cool addon kyle, i'll try these babies in action smile_o.gif

edit: perfect for FFUR smile_o.gif

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Good job! Nice work.

One minor technicallity, though, is that the way you've went about scripting these grenades, the player is robbed of any potential kills he might get when throwing a grenade. Score-wise, of course.

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I might be to change the nature of the grenade, and then fix the scripting accordingly, to be able to earn kills. As for the flasbang, I added a script that gives the player a point for each enemy that gets flashed...

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Pack looks good,

as a suggestion, thrown grenades are usually minus the pin and "spoon" wink_o.gif

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Pack looks good,

as a suggestion, thrown grenades are usually minus the pin and "spoon" wink_o.gif

Oh but of course.... wow_o.gif

No really, what does that even mean? rock.gif

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I believe the spoon is the lever you hold along with the grenade after you pull the pin. That lever prevents the timer fuze from arming, once you release the lever, it falls off and you got 5 one-thousands to chunk the damn thing before Ammonium Perchlorate reacts and turns you into pasta sauce.

Hey Deadmeat, nice avatar.

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Havocsquad has it right, the "spoon" is the lever that you see on the side of the grenade. It lets you pull the pin, but hold onto the grenade for as long as you want (the grenade doesnt arm until the "spoon" comes off)

Spoon and Pin:

grenade%20fuse%20and%20spoon.jpg

Grenade with Pin and Spoon in place (as modeled by you):

m61-2.jpg

@Havoc, yeah I thought so too tounge_o.gif

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I know this allready, what are you saying then? Is there something wrong with my grenades? Could you be more specific please?

Oh wait, I see what you mean. Well here is the deal. The models I used for the thrown grenades were the originals, the ones I built them off, and I didn't want to get rid of the "spoon" and pin untill I was sure I was finished, and well, I guess I forgot, thanks for pointing it out, next release will fix that, just make sure you remind me. wink_o.gif

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Isn't it just the pin that should be removed then?

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yeah, on the grenade model, remove the pin and spoon, as you pull the pin (and so....it comes off) then the spoon comes off (doesnt it?, it like flings off once youve released it from your hand?)

Wildo

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ok sorry to burst this bubble and be a realist here...

but you throw the grenade.. you see it for 0.0003 seconds.... and then it goes boom. why are we in a near heated discussion on weither or not the "fired" grenade should have a pin on it?

what the hell are you doing to aquire this data too? are you in game throwing the grenade.. then running after it "omg there it is! i see it.. hey it still has the pi.... *boom*" omg! i shouldnt have died that grenade modle still had the pin! BUG!!!!!!!" rock.gif

sorry so sound rude here.. but thats like saying the default bis bullet doesnt have enough detail on its texture... you barely catch a glimpse of the item once its fired. after throwing the grenade it becomes a black dot. then goes boom.

can we please focus on scripting and functionality of the grenades rather then what a lil black dot looks like before it blows up.

now i havnt tried these grenades.. i tried your previous one, and althou ingenunitve, i personaly found no use for them. and im a diskspace whore. any file im not using i delete. you give me a 200GB hard drive.. and ill delete every letter off a text file thats not needed tounge_o.gif but they do look very nice and i do applude your ingenuty andability to make these smile_o.gif

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Havocsquad has it right, the "spoon" is the lever that you see on the side of the grenade. It lets you pull the pin, but hold onto the grenade for as long as you want (the grenade doesnt arm until the "spoon" comes off)

Spoon and Pin:

[im]http://explosivereproductions.com/grenade%20fuse%20and%20spoon.jpg[/img]

Grenade with Pin and Spoon in place (as modeled by you):

[im]http://armor.kiev.ua/army/hist/m61-2.jpg[/img]

@Havoc, yeah I thought so too tounge_o.gif

Can show a close screenshot of the grenade without the spoon and the pin , that would be helpfull biggrin_o.gif

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Bad boy Sanc, isn't that some kind of a murder?

Pappy's got a good point. I actually thought that that was first a joke that they have the pin and spoon still on...

By the way, some rockets in OFP actually fly backwards. Now if I could remember which of them. And LAW rockets wouldn't even fit the pipe, so that's about your realism. Yesh, I'm a dumb one who had to check that with setAccTime 0.01 tounge_o.gif

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could you make like a box like as in a ammocrate?

just a box with several nades nicely packed in it...?

Looking very nice, hehe Dak seang island and some frags some vc and your set... FIRREEE IN TEH HOLE! ghostface.gif

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ok sorry to burst this bubble and be a realist here...

but you throw the grenade.. you see it for 0.0003 seconds.... and then it goes boom. why are we in a near heated discussion on weither or not the "fired" grenade should have a pin on it?

what the hell are you doing to aquire this data too? are you in game throwing the grenade.. then running after it "omg there it is! i see it.. hey it still has the pi.... *boom*" omg! i shouldnt have died that grenade modle still had the pin! BUG!!!!!!!"  rock.gif

sorry so sound rude here.. but thats like saying the default bis bullet doesnt have enough detail on its texture... you barely catch a glimpse of the item once its fired. after throwing the grenade it becomes a black dot. then goes boom.

can we please focus on scripting and functionality of the grenades rather then what a lil black dot looks like before it blows up.

now i havnt tried these grenades.. i tried your previous one, and althou ingenunitve, i personaly found no use for them. and im a diskspace whore. any file im not using i delete. you give me a 200GB hard drive.. and ill delete every letter off a text file thats not needed tounge_o.gif but they do look very nice and i do applude your ingenuty andability to make these smile_o.gif

Please, im flattered but I don't mind, no nead to get all rude, lets keep the peace here...

I WILL fix it, its a simple task of selecting some points and pressing the "Delete" key, not much work involved. wink_o.gif

I will see what I could do about an ammo box, but I have supplied classnames in the ReadMe (for those who take the time to read the ReadMe, shall be rewarded), so you could add them yourself to a normal ammo box untill then...

Thanks for all the feedback, and I'm glad you like them. smile_o.gif

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KyleSarnik, thanks for the grenades. I cannot figure out why those who're making new soldiers don't add your grenades to them. They'll include the newer weapons packs....but not your grenades.

Bug Report:The second Fragmentation Grenade (Bouncing) will not detonate. I played with one Soldier (Bouncing Grenades), tossed the first grenade in the deault load-out, and it went off. The second Frag automatically reloaded: I tossed it--nothing. The Frags as carried by the Soldier (Grenade Pack) both detonate.

Also, I'm a bit unclear about How To Use The Add-On. Am I not able to use it on default BIS or other's soldiers? I used <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removeMagazines "handgrenade"; this removeMagazine "smokeshell"; this addMagazine "BD_M67"; this addWeapon "BD_ThrowGP" An M67 is added to my load but it will not detonate after I throw it.

(Off-Topic: Nice video of your upcoming Viet Nam Troops....Esp loved the music. I'm hooked on Ghost in the Shell...)

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KyleSarnik, thanks for the grenades. I cannot figure out why those who're making new soldiers don't add your grenades to them. They'll include the newer weapons packs....but not your grenades.

Bug Report:The second Fragmentation Grenade (Bouncing) will not detonate. I played with one Soldier (Bouncing Grenades), tossed the first grenade in the deault load-out, and it went off. The second Frag automatically reloaded: I tossed it--nothing. The Frags as carried by the Soldier (Grenade Pack) both detonate.

Also, I'm a bit unclear about How To Use The Add-On. Am I not able to use it on default BIS or other's soldiers? I used <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removeMagazines "handgrenade"; this removeMagazine "smokeshell"; this addMagazine "BD_M67"; this addWeapon "BD_ThrowGP" An M67 is added to my load but it will not detonate after I throw it.

(Off-Topic: Nice video of your upcoming Viet Nam Troops....Esp loved the music. I'm hooked on Ghost in the Shell...)

Ok, I thought I had fixed that problem, but I guess I didn't. Ill fix it for next update.

As for your BIS guy, you need to execute the "AddNewUnit.sqs" script on him.

[this,0] exec "AddNewUnit.sqs"  - for normal grenades

[this,1] exec "AddNewUnit.sqs"  - for bouncing grenades

Also, about the video, thanks  biggrin_o.gif  I'm also hooked on the new Stand Alone Complex show...

And thanks for understanding my goal about other addon makers using my grenades  biggrin_o.gif .

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Do you mean I should use [this,1] exec "\BD_grenadePack\AddNewUnit.sqs"?

I receive a no script found message with just [this,1] exec "AddNewUnit.sqs". And with "\BD_grenadePack\AddNewUnit.sqs" nothing happens; the default grenades remain in the load-out.

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Do you mean I should use [this,1] exec "\BD_grenadePack\AddNewUnit.sqs"?

I receive a no script found message with just [this,1] exec "AddNewUnit.sqs". And with "\BD_grenadePack\AddNewUnit.sqs" nothing happens; the default grenades remain in the load-out.

Ehehe oops yea, sorry I have been doing so much mission scriptng lately...

Ok, you have to remove the default grenades and add the new ones yourself, the AddNewUnit script only makes them work.

Here is an example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removemagazines "HandGrenade"; this addmagazine "BD_M67"; this addmagazine "BD_M61"; [this,1] exec "\BD_GrenadePack\AddNewUnit.sqs"

See what I mean?

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Yep, okay that loaded the default BIS and Laser Ranger (just gotta remember to removeMagazines "smokeshell" for the Rangers.) biggrin_o.gif

But the M61 will not detonate. I loaded just one M61 to test it out. No detonation. I tried a couple different variations, using <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addmagazine "BD_M61";; this addMagazine "BD_M67" switching the load sequence around. No detonation for the M61.

If you load two M67s, both will blow. Two M61s, neither will.

(If you use the init field to load up your soldier with your frags, there's about a four to five second delay before the frags show up in the weapon inventory. Not complaining, just reporting to you.)

Sorry if I sound as if I'm badgering you; again I'm just reporting.

Oh, may I suggest a faster response to the Stun grenade? Black out the screen, keep the ear-ringing--can you make the player deaf?--perhaps add an "AAAaaah" sound. Just my two cents.

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I know, you allready told me, its a bug with the bouncing M61, it works in normal mode, just change the 1 to a 0...

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Version 2.1:

BD Grenade Pack V2.1

(7 day host, contact me if not working)

Changes

-Pin and "spoon" removed from thrown models

-M61 bounce bug fixed

Not much, but more is soon to come...

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