Big Dawg KS 6 Posted January 20, 2007 Well it would be better if BIS just implimented fragments/shrapnel into the game. Yes you can do it with scripting but it's CPU intensive and won't give you (the person who fired the explosive) credit for the damage. What if you 'simulated' shrapnel with bullets which spawn randomly from the place where the nade exploded? *Assumes that its possible to detect the position of a grenade* Yes that's what I meant by doing it with scripting, and the problems I listed apply to that. Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 20, 2007 Well it would be better if BIS just implimented fragments/shrapnel into the game. Yes you can do it with scripting but it's CPU intensive and won't give you (the person who fired the explosive) credit for the damage. What if you 'simulated' shrapnel with bullets which spawn randomly from the place where the nade exploded? *Assumes that its possible to detect the position of a grenade* Yes that's what I meant by doing it with scripting, and the problems I listed apply to that. Yeah im sorry, later a noticed i had missed that Share this post Link to post Share on other sites
Kirq 0 Posted January 20, 2007 Generaly "my perfect frag grenade" ( ) should have some small (2-5 m) instant kill radius ( blast effect) , and huge amount of random projectals ( lets say pistol shots) from point of detonation, it would work like real nades cause efective range od frag nade is up to 15 m ( i believe you could be wounded even at much longer distances if you are badlucky enough ). Share this post Link to post Share on other sites
S.O.S 0 Posted January 20, 2007 I think you may be in a minority on this one, desert fox :/ who u think u r? The handgrenade throwing animations and all the delays for throwing a fucking handgrenade r definitly a way to long - in real life at army it took me 3 seconds to take it from the belt, remove the lock, remove the trigger and throw it. in armed assault it takes like 10 seconds to trow 2 handgrenades which is totaly uneffective. also the soldier movement is a way to unsmooth in this game. i stopped playing it. I'm not entitled to think initially that I'm in the majority? Huh. That changes everything! Just saying ur not in the position to talk for the majority. Share this post Link to post Share on other sites
max power 21 Posted January 20, 2007 I think you may be in a minority on this one, desert fox :/ who u think u r? The handgrenade throwing animations and all the delays for throwing a fucking handgrenade r definitly a way to long - in real life at army it took me 3 seconds to take it from the belt, remove the lock, remove the trigger and throw it. in armed assault it takes like 10 seconds to trow 2 handgrenades which is totaly uneffective. also the soldier movement is a way to unsmooth in this game. i stopped playing it. I'm not entitled to think initially that I'm in the majority? Huh. That changes everything! Just saying ur not in the position to talk for the majority. I supposed my vast intellect DOES proclude me from that in some situations. I should not be trying to ascertain the whimsical conjecture of the unwashed masses... I should be TELLING them what to think! I'm in the position of saying whatever I want under the rules of the message board. At least I put an honest effort in to try to make sure that if I'm delivering any facts, they are at least arguably true. I can speak for myself in that I think that this is what most people may be thinking aswell. I didn't even disguise it as me attempting to speak for others. I explicitly stated my uncertainty in that I was under the impression that something might be true. It doesn't get much softer than that! I think that these grenade animations could use a left and right lean variation.. so as to making grenades less hazardous to use in cqc. Share this post Link to post Share on other sites