recently i modded the cis crack granades to become radation granades but they dont explode on impact. anyone know how to make them do that??
we need to see the troop, weapon, and ammo odf files.
What keenmike said, you should copy and paste your ODF files so that we can take a look at them.
ok i got it figured out thanks
Still copy and past your odf, i like reading them ok.
[WeaponClass]
ClassLabel = "grenade"
[Properties]
AnimationBank = "grenade"
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"
MinRange = "8"
OptimalRange = "16"
MaxRange = "24"
LockOnRange = "30.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "0.2"
ShotElevate = "0.05"
MaxPressedTime = "0.0"
InitialSalvoDelay = "0.1"
OrdnanceName = "cis_weap_inf_mortar_launcher_ord1"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ModeTexture = "HUD_weap_bounce"
ReticuleTexture = "reticule_00"
IconTexture = "HUD_crack_grenade_icon"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
//ReloadSound = "cis_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "cis_weap_inf_equip_med"
WeaponChangeSound = "cis_weap_inf_equip_med"
OverheatSound = ""
OverheatSoundPitch = ""
OverheatStopSound = ""
ClankLeftWalkSound = ""
ClankRightWalkSound = ""
ClankLeftRunSound = ""
ClankRightRunSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
WaterEffect = "watersplash_lg"
Damage = "600.0"
DamageRadiusInner = "4.0"
DamageRadiusOuter = "7.0"
Push = "1.0"
PushRadiusInner = "1.0"
PushRadiusOuter = "1.0"
Shake = "0.0"
ShakeLength = "0.0"
ShakeRadiusInner = "0.0"
ShakeRadiusOuter = "0.0"
Effect = "com_sfx_weap_con_exp_md"
WaterEffect = "watersplash_lg"
Decal = "decal_explosion"
LightColor = "100 220 255 255"
LightRadius = "7.0"
LightDuration = "1.0"
VehicleScale = "0.0"
PersonScale = "2.0"
DroidScale = "0.0"
BuildingScale = "0.0"
AnimalScale = "2.0"
SoundProperty = "com_weap_inf_conc_grenade_exp"
[OrdnanceClass]
ClassLabel = "sticky"
[Properties]
ImpactEffectWater = "watersplash_sm"
GeometryName = "com_weap_inf_grenadethermal_ord"
ExplosionExpire = "cis_weap_inf_mortar_launcher_exp"
ExplosionImpact = "cis_weap_inf_mortar_launcher_exp"
TrailEffect = "com_sfx_weap_grenade_green"
LightColor = "46 252 5 150"
LightRadius = "4.0"
LifeSpan = "1.5"
Velocity = "30.0"
Gravity = "1.25"
Rebound = "0.35"
Friction = "1.0"
VehicleScale ="0.1"
PersonScale ="1.0"
DroidScale ="0.5"
AnimalScale ="1.0"
BuildingScale ="0.1"
StickPerson = 0
StickAnimal = 0
StickDroid = 0
StickVehicle = 0
StickBuilding = 0
StickBuildingDead = 0
StickBuildingUnbuilt = 0
StickTerrain = 0
OrdnanceSound = ""
CollisionOtherSound = "com_weap_inf_grenade_bounce
I very much hate that shake, I didn't get a chance to lessen it in the mods I made.
ya its a radation granade there should not be shake but on things like orbbital bombardment shake is vary nice
Who says an orbital strike has to shake alot?
The shake effects makes it seem more realistic.
Also skelltor, can you add code tags on your ODF files? It makes them a lot easier to read, that's pretty much the only reason why.
ok
AG, could we see an example of the code tages?
Why keenmike?
So I can learn.
The code tags are simple the word code incased in standard BBcode brackets and the following brackets [code] with a closing bracket / before the word.
Please move back to topic.
I should look at the odf topic more closely. I bet it was in there. Thanks.