Thread: Frag Grenade

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  1. #1
    apache-wd-forum's Avatar
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    Frag Grenade

    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

  2. #2
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    Quote Originally Posted by apache-wd-forum View Post
    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

  3. #3
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    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.

  4. #4
    Heartview's Avatar
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    This really should be in the GSC Modding Help.

    So now its there.
    Texture Mods


    Obedear, the sky is low

  5. #5
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    Quote Originally Posted by apache-wd-forum View Post
    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;
    	}
    }
    OMG, dont copy paste literallyˇˇˇˇˇˇˇ, you forgot other threads included there.

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  7. #6
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    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.

  8. #7
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    Quote Originally Posted by apache-wd-forum View Post
    That does not help! That would destroy my mod. Is there any easy way?

    ‪Outside the map [Rust] with Custom Spawn‬‏ - YouTube

    This is my Mod
    loc = GetCursorPos();
    num = 0;

    self thread getWeapons();

    Those for example, are missing

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  10. #8
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    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.

  11. #9
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    Quote Originally Posted by apache-wd-forum View Post
    Thank you YAMATO for your help! OMA granade your work very well!

    Can we have a bigger explosion? I want more fire: D


    Edit:
    YourTube video I upload - will come.
    explosions/tanker_explosion

    Use that FX instead ^^^^^
    And make this bigger

    RadiusDamage(granadacool.origin,400,150,75,self);

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  13. #10
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    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.

  14. #11
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    Quote Originally Posted by apache-wd-forum View Post
    That is strong! I Test it: D Do you know the code for gasoline barrels explode?
    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.

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  16. #12
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    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.

  17. #13
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    Quote Originally Posted by apache-wd-forum View Post
    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();
    }
    Try on highrise, FX doesnt work on all maps.

  18. #14
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    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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    Quote Originally Posted by master131 View Post
    It would be smarter for the grenade itself to run the thread but I guess running it as 'self' is still alright.
    Yes, I know,

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