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Bouncy Grenades
https://www.runestorm.com/forums/viewtopic.php?f=71&t=65533
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Author:  headhunter [ Sun Aug 31, 2008 9:28 am ]
Post subject:  Bouncy Grenades

Using the grenades in BW can be annoying because they are way to bouncy so the grenade doesnt end up where you want it to be. Is there a way to tweak this?

Author:  Sgt. Kelly [ Sun Aug 31, 2008 10:06 am ]
Post subject:  Bouncy Grenades

You can use right click and roll it.

Author:  Matz [ Sun Aug 31, 2008 10:25 am ]
Post subject:  Bouncy Grenades

Hold down the weapon special key and throw the grenade when needed

Don't hold it for too long though :p

Author:  headhunter [ Sun Aug 31, 2008 12:09 pm ]
Post subject:  Bouncy Grenades

Well I guess that works too but in real life, grenades arent as bouncy as tennis balls

Author:  SHAD0Wdump [ Sun Aug 31, 2008 1:13 pm ]
Post subject:  Bouncy Grenades

It's a game chap.
This game universe has Plasma,that is even more of a long shot than lasers.

Author:  Captain Xavious [ Sun Aug 31, 2008 2:39 pm ]
Post subject:  Bouncy Grenades

Plasma is in real life just as lasers are...

Author:  SHAD0Wdump [ Sun Aug 31, 2008 2:43 pm ]
Post subject:  Bouncy Grenades

But is even less feasible as a weapon than a laser.

Author:  Glosmostinex [ Mon Sep 01, 2008 9:17 am ]
Post subject:  Bouncy Grenades

UT universe breaks the law of physics.

Author:  headhunter [ Mon Sep 01, 2008 1:44 pm ]
Post subject:  Bouncy Grenades

with low grav, right


But seriously, I can imagin throwing a grenade in real life and have it end up where I want it to be

Author:  Kaboodles [ Mon Sep 01, 2008 7:45 pm ]
Post subject:  Bouncy Grenades

Captain Xavious wrote:
Plasma is in real life just as lasers are...


Plasma weapons as depicted in video games are a fantasy, and will very, very likely remain as such.

Author:  SHAD0Wdump [ Tue Sep 02, 2008 7:36 am ]
Post subject:  Bouncy Grenades

The only possible way I could see it being used is if you attach a small vacuum chamber to a guys crotch and turn it on.Owch.

Author:  Captain Xavious [ Tue Sep 02, 2008 11:15 am ]
Post subject:  Bouncy Grenades

What about a projected electro-magnetic field? Plasma can be contained pretty easily with those, you'd just have to pump a electro-magnetic field container full of plasma and send it out. Of course, you'd have to find a way to keep the field sustained, and find a way to launch it, but thats pretty much how I always thought plasma guns worked. It might be a little sci-fiey, but eh, its a game.

Author:  Kaboodles [ Tue Sep 02, 2008 2:39 pm ]
Post subject:  Bouncy Grenades

Something about the impracticality of holding high-energy plasma in place and the speed of the projectiles.

I remember posting a link about it somewhere on this forum, but I can't find it anymore.


EDIT: Back on topic, my main issues with grenades as of now is that they don't bounce off players enough (They kinda just stop and fall to the ground) and that the control scheme is more complicated than it should be.

I say the primary fire should be just the long or medium throw, while alt-fire charges the throw for more control (also faster charge time). There is very little difference I've seen between rolling the grenades and throwing them, at least not enough to justify both functions. I think I will do this with my weapon mod.


EDIT 2: Found the link!

Author:  headhunter [ Tue Sep 02, 2008 3:06 pm ]
Post subject:  Bouncy Grenades

Where do you adjust all that properties?

Author:  Captain Xavious [ Tue Sep 02, 2008 6:04 pm ]
Post subject:  Bouncy Grenades

I find it funny when people make articles like the one you linked to Kaboodles, as they seem to fail at grasping the difference between sci-fi/fantasy with reality, simply by trying to apply real world physics to something that is not of the real world to try and point out its flaws.

Anyways, onto the subject, to make the grenade less bouncy, apply this to the default properties of the Thrown grenade class:

Code:
     Begin Object Class=KarmaParams Name=KParams0
         KMass=0.300000
         KLinearDamping=0.000000
         KAngularDamping=0.000000
         KStartEnabled=True
         KVelDropBelowThreshold=20.000000
         bHighDetailOnly=False
         bClientOnly=False
         bKDoubleTickRate=True
         KFriction=0.650000
         KRestitution=0.500000
         KImpactThreshold=100.000000
     End Object
     KParams=KarmaParams'BCorev21.BallisticKGrenade.KParams0'


Then adjust the KRestitution to what you see fit, and then of course, change the KParams to match whatever class you're applying it to.

Author:  headhunter [ Tue Sep 02, 2008 8:01 pm ]
Post subject:  Bouncy Grenades

Which file do I find those text in?

Author:  Captain Xavious [ Wed Sep 03, 2008 8:25 am ]
Post subject:  Bouncy Grenades

That text was, I beleive, in the BallisticPineapple or BallisticKGrenade, both found in the BCorev21 package. I'm not entirely sure which class it was in at the moment.

Author:  headhunter [ Wed Sep 03, 2008 7:40 pm ]
Post subject:  Bouncy Grenades

I'm guessing that increasing the KRestitution will make the grenade less bouncy, right

Author:  Captain Xavious [ Thu Sep 04, 2008 6:09 pm ]
Post subject:  Bouncy Grenades

Um, I'm not really sure off hand. You'd have to play around with it.

Author:  headhunter [ Thu Sep 04, 2008 9:36 pm ]
Post subject:  Bouncy Grenades

Ok, I'll do that after I learn to get files recompiled

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