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Big Dawg KS

BD Grenade Pack v3.3

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I see, well in that case just remove the time fuze and check when it impacts. Unless you replace the grenade with a new object like my scripts do, they should automatically detinate on impact already.

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I'm hoping to soon give these babies a try.

But first a question regarding what it is that they do exactly, such as which grenades are frag, concussion, flashbang, smoke, etc., etc.

I've tried looking this stuff up on Wikipedia and whatnot, and I'm having difficulty getting any kind of comprehensive details.

A list of what these grenades' properties are would be greatly appreciated. And by the way, if there are flashbangs, do they work on the AI?

Thank you for your time on this.

Yours,

Kyle

April 4, 2007

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Well, a short version based on their real-life properties (which you can find at www.globalsecurity.com btw):

M61, M67, Mk2A1, RGO, RGN, RGD5 (I suppose) and F-1 are "frag" grenades. Lethal radius and amount of fragments varies, but they're all "action nades", both offensive (lots of fragments) and offensive. All the rest (RGDs and M18s, and ANMs) are smoke grenades as far as I know. If the list is correct, there is no M84 flashbang! wow_o.gif

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BlackScorpion,

Thank you for your short version regarding which grenades do what. I'm surprised myself that there's no flashbang, considering that v.2.0 did have a flashbang. I'm downloading v.2.0 and I'm installing it simply so that I can have access to the flashbangs, although I'm concerned that there might be conflicts between the two versions.

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