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(More) help on grenades...
http://www.runestorm.com/forums/viewtopic.php?f=69&t=74773
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Author:  Glosmostinex [ Sun Oct 05, 2008 2:07 pm ]
Post subject:  (More) help on grenades...

ok, I want some help to understand what some codes do.

*grenadename*Attachment=3rd person view.
*grenadename*Grenade=the main code I guess?
*grenadename*Pickup= The pickup.
*grenadename*PrimaryFire=says if it is thrown or rolled?
*grenadename*Rolled=controls the roll physics?
*grenadename*SecondaryFire=the same as primary but with the secondary button?
*grenadename*thrown=the same as rolled but with thrown physics?
*grenadename*Trail=the trail that the grenade has?
Ammo_*grenadename*=Ammo.
DT*grenadename*Grenade=Damagetype/deathmessages for Grenades kills?(not from the explosion)
DT*grenadename*GrenadeRadius=Damagetype/deathmessages for Grenades explosion
DT*grenadename*Held=damage for kamikase maniacs.
DT*grenadename*RolledRadius=??
IE*grenadename*Explosion=datails when the grenade explodes, like smoke, etc?
IM_*grenadename*Grenade=??

Thanks for the help! :good:

Author:  Sergeant Kelly [ Sun Oct 05, 2008 2:38 pm ]
Post subject:  Re: (More) help on grenades...

The IM class codes for impact sound, decal and effects. It links to the AD and IE classes.

Author:  Glosmostinex [ Tue Oct 07, 2008 10:50 am ]
Post subject:  Re: (More) help on grenades...

Thanks!
so, I want to create a cluster bomb/grenade.
where i "say" to the grenade that when it explodes, it will spawn small bombs?

Author:  Black Eagle [ Fri Oct 17, 2008 4:14 am ]
Post subject:  Re: (More) help on grenades...

If this is not done under default properties then under either the 'Destroy' function, or the 'Tick', or the 'Timer' function, depending on when the grenade is told to do damage or to explode... look for something like this..

foreach VisibleCollidingActors(class'Pawn', Victims, DamageRadius), and then..

Victims.TakeDamage(Damage, Instigator, Momentum, MyDamageType)..

If it is default properties work.. i don't know for sure..

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