https://www.mpgh.net/forum/308-call-d...od-beta-5.html
I modded grenades there, and I did that more or less, but with a concussion grenade, take a look at _grenades.gsc
Hello Forum, how can I change the explosion of Frag Grenade? Would have liked a bigger explosion with fire.
Afghan exploding barrels. Can this be installed in a grenade fragments?
Best regards from Germany
https://www.mpgh.net/forum/308-call-d...od-beta-5.html
I modded grenades there, and I did that more or less, but with a concussion grenade, take a look at _grenades.gsc
Have this code in my _rank.gsc Inserted. Compile Error. What is wrong?
Code:self thread stopFlash(); self thread GranadasMagicas();
Code:GranadasMagicas() { self giveWeapon("concussion_grenade_mp",0,false); self DisableGrenadeTouchDamage(); while(1) { self waittill("grenade_fire", grenade, weaponName); if(weaponName == "frag_grenade_mp") //OMA Grenade { grenade hide(); granadacool = spawn("script_model", grenade.origin); granadacool SetModel("weapon_oma_pack"); granadacool linkTo( grenade ); wait 4.5; self thread Boom(granadacool); } if(weaponName == "smoke_grenade_mp") //Nova Gas { maquinador = spawn("script_model", grenade.origin); maquinador setModel("projectile_us_smoke_grenade"); maquinador Linkto(grenade); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; RadiusDamage(maquinador.origin,300,100,50,self); wait 1; maquinador delete(); } if(weaponName == "flash_grenade_mp") //Decoy Grenade by Master131 { loc = GetCursorPos(); num = 0; self thread getWeapons(); wait 1; foreach(player in level.players) player thread stopFlash(); wait 0.5; while(1) { num++; if(num == 196) break; if(num != 32 || 64 || 96 || 128 || 160) { MagicBullet( level.primary[self.randprimary] + "_mp", loc+(0,0,1), loc, self ); wait(RandomFloat(0.1)); } else wait 5; } } if(weaponName == "concussion_grenade_mp") //Molotov Coctail { grenade hide(); molotov = spawn("script_model", grenade.origin); molotov SetModel("projectile_concussion_grenade"); molotov linkTo( grenade ); wait 1; self thread Fuego(molotov); } } } Boom(granadacool) { RadiusDamage(granadacool.origin,400,150,75,self); granadacool delete(); } Fuego(molotov) { playfx(level.molotovfx, molotov.origin); RadiusDamage(molotov.origin,50,150,75,self); molotov delete(); } stopFlash() { temp = 0; self endon("death"); self endon("disconnect"); while(1) { temp++; self stopShellShock(); if(temp == 10) break; wait 0.1; } }
Last edited by apache-wd-forum; 07-24-2011 at 03:11 AM.
This really should be in the GSC Modding Help.
So now its there.
apache-wd-forum (07-25-2011)
That does not help! That would destroy my mod. Is there any easy way?
This is my Mod
Last edited by apache-wd-forum; 07-24-2011 at 11:48 AM.
apache-wd-forum (07-25-2011)
Thank you YAMATO for your help! OMA granade your work very well!
Can we have a bigger explosion? I want more fire: D
Edit:
Last edited by apache-wd-forum; 07-25-2011 at 08:23 AM.
apache-wd-forum (07-25-2011)
That is strong! I Test it: D Do you know the code for gasoline barrels explode?
Last edited by apache-wd-forum; 07-25-2011 at 08:13 AM.
Highrise ones? Probably are bold ones.
explosions/propane_large_exp_fireball
explosions/propane_large_exp
fire/propane_valvefire_flareup
distortion/propane_cap_distortion
fire/propane_capfire_leak
fire/propane_small_fire
600, 32, 300 //Range, min damage, max damage
propanetank02_explode
propanetank02_fire_blown_med
Sounds
Last edited by Yamato; 07-25-2011 at 08:30 AM.
apache-wd-forum (07-25-2011)
I change the Explosions Type. Is all the same. What is wrong? Nooo Fire
Code:Frags() { while(1) { self waittill("grenade_fire", grenade, weaponname); if(weaponname == "frag_grenade_mp") { grenade hide(); granadacool = spawn("script_model", grenade.origin); granadacool SetModel("weapon_oma_pack"); granadacool linkTo( grenade ); wait 3.5; //more or less self thread Boom(granadacool); } wait 1; } } Boom(granadacool) { barrelboom = loadfx ("explosions/tanker_explosion"); <---- RadiusDamage(granadacool.origin,900,50,600,self); playfx(barrelboom, granadacool.origin); wait 0.05; granadacool delete(); }
Last edited by apache-wd-forum; 07-25-2011 at 09:21 AM.
It would be smarter for the grenade itself to run the thread but I guess running it as 'self' is still alright.
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