Big Dawg KS 6 Posted July 25, 2006 Thanks, currently I'm working on an ECP compatable version, so the grenades will use the ECP effects and DSAI grenade screams. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 25, 2006 Read my mind. Share this post Link to post Share on other sites
OFPCAT 0 Posted July 26, 2006 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BD_RGOBD_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... Â 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! Share this post Link to post Share on other sites
CRIONYK 0 Posted July 26, 2006 you have to add the weapon BD_Throw because kyle have changed some things on old class Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 26, 2006 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 Even if added, the grenades won't function properly without the AddNewUnit script. Share this post Link to post Share on other sites
CRIONYK 0 Posted July 26, 2006 i've forgot some things in making my post ^^ i was late for my job  Share this post Link to post Share on other sites
pecel2u 0 Posted July 27, 2006 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.. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 27, 2006 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. Share this post Link to post Share on other sites
CRIONYK 0 Posted July 27, 2006 hi where is the flashbang grenade ? i need it a friend have make a flashbang script. perhaps it will help you to make your better Script he is french so here his website (script page) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 27, 2006 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. Share this post Link to post Share on other sites
OFPCAT 0 Posted July 28, 2006 [{ 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? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 29, 2006 I'm sorry, I'm not familiar with ECQ mod (never even heard of it), so I can't say. Share this post Link to post Share on other sites
raedor 8 Posted July 29, 2006 I'm sorry, I'm not familiar with ECQ mod (never even heard of it), so I can't say. Maybe he means ECP? Share this post Link to post Share on other sites
OFPCAT 0 Posted July 29, 2006 Sorry, I really mean ECP Mod... Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 30, 2006 I plan for my next version to be fully ECP compatible, but right now they should still work while running ECP. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 30, 2006 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. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 31, 2006 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). Share this post Link to post Share on other sites
ryankaplan 1 Posted July 31, 2006 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. Share this post Link to post Share on other sites