Big Dawg KS 6 Posted November 11, 2006 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. Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted April 4, 2007 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 Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 7, 2007 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! Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted April 12, 2007 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. Share this post Link to post Share on other sites
punishment 1 Posted October 12, 2007 hmm how come u got rid of the flashbangs in the previous versions? Share this post Link to post Share on other sites