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Big Dawg KS

BD Grenade Pack v3.0

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Thanks, currently I'm working on an ECP compatable version, so the grenades will use the ECP effects and DSAI grenade screams.

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BD_RGO

BD_RGN

BD_RGD5

BD_F1

BD_RDG1

BD_RDG1Black

BD_RDG1Red

BD_RDG1Green

BD_RDG1Yellow

BD_RDG1Blue

BD_RDG2

BD_RDG3

You could have also looked in the readme...  icon_rolleyes.gif

Also don't forget when using them in an addon to use this on your units:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Eventhandlers

{

init = "[_this select 0,0] exec ""\bd_grenadepack\AddNewUnit.sqs"""

};

Thanks for the help. I just tried to do that for my Soviet addon. I added grenade names of "BD_RGN,BD_RGD5..." in the magazine setting of soldiers in the Mod code. But when playing in the mission editor, my soldiers don't have any BD grenades. Could you help to tell what problem is for my coding? Thanks!

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you have to add the weapon BD_Throw because kyle have changed some things on old class wink_o.gif

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Thanks for the help. I just tried to do that for my Soviet addon. I added grenade names of "BD_RGN,BD_RGD5..." in the magazine setting  of soldiers in the Mod code. But when playing in the mission editor, my soldiers don't have any BD grenades. Could you help to tell what problem is for my coding? Thanks!

You need to use an eventhandler to run the special AddNewUnit script on the soldiers, place this in their config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Eventhandlers

{

init = "[_this select 0,0] exec ""\bd_grenadepack\AddNewUnit.sqs"""

};

Here's an example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BD_GPSoldierE: SoldierEB

{

vehicleClass="BDKS - Men";

displayName="Soldier (Grenade Pack)";

weapons[]={"AK74","Tokarev","put","BD_ThrowGP"};

magazines[]={"AK74","AK74","AK74","AK74","BD_RGO","BD_RGO","BD_RGO","BD_RGO","BD_RDG2","BD_RDG2","TokarevMag","TokarevMag","TokarevMag","TokarevMag"};

class Eventhandlers

{

init = "[_this select 0,0] exec ""\bd_grenadepack\AddNewUnit.sqs"""

};

};

To be honest you don't even need to add BD_ThrowGP to the weapons, since the AddNewUnit script (in order to overcome a problem in MP) takes care of that, though there's no harm in having it there if you want.

Quote[/b] ]you have to add the weapon BD_Throw because kyle have changed some things on old class wink_o.gif

Even if added, the grenades won't function properly without the AddNewUnit script.

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i've forgot some things in making my post ^^ i was late for my job  biggrin_o.gif

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hai,

is this replace the default grenades in games? or i just make my own mission to use the grenades?

lebih enak kalo bisa mengganti default granat di game nya..

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hai,

is this replace the default grenades in games? or i just make my own mission to use the grenades?

lebih enak kalo bisa mengganti default granat di game nya..

No it does not replace the default grenades, you must add them to your mission to use them.

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I removed it because it did not work as I wanted it to. I wanted to use animations to "distract" the AI, but the anim isn't finished, and also the model needs updating.

I have my own scripts, I believe they work good, but I will take a look at this to see if I can make any improvements.

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[

{

init = "[_this select 0,0] exec ""\bd_grenadepack\AddNewUnit.sqs"""

};[/code]

Here's an example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BD_GPSoldierE: SoldierEB

{

vehicleClass="BDKS - Men";

displayName="Soldier (Grenade Pack)";

weapons[]={"AK74","Tokarev","put","BD_ThrowGP"};

magazines[]={"AK74","AK74","AK74","AK74","BD_RGO","BD_RGO","BD_RGO","BD_RGO","BD_RDG2","BD_RDG2","TokarevMag","TokarevMag","TokarevMag","TokarevMag"};

class Eventhandlers

{

init = "[_this select 0,0] exec ""\bd_grenadepack\AddNewUnit.sqs"""

};

};

Thank for the help! I think I might get the point. When I played in ECQ mod, the soldiers don't have your grenades but in FDF mod they can work. So it seems your grenade pack can't be used now in ECQ Mod?

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I'm sorry, I'm not familiar with ECQ mod (never even heard of it), so I can't say.

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I'm sorry, I'm not familiar with ECQ mod (never even heard of it), so I can't say.

Maybe he means ECP? confused_o.gif

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I plan for my next version to be fully ECP compatible, but right now they should still work while running ECP.

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I can confirm that.

Oi Kyle - how did you make them bounce so well? This is almost as good (even better in some parts) than the ECP grenades?

And for your next version, I'd like to ask whether you could remove the dropped clouds when the grenade lands - looks at tad weird on grass, and I don't think that much dust would be kicked up even in the desert.

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The dirt that's kicked up is due to the fact that the grenades are classed as a car, that way they interact better with the ground and objects (so it bounces better). There's nothing I can do about that, it's hard coded. I also used a script to help them bounce better on the ground (without going through it like they normally would).

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hello, mate, very nice addon, but if yer making a next version, some WP grenades would be nice :P.

I found one major bug however;

the grenades physics when they interact with the ground is great, but most of the grenades (i only properly tested the american frags) appear to be going through buildings. I tested it in nogova in neveklov.

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