this is the last part to my mod other than tweaks and tidy ups and it may not be possible but heres asking
Can you spawn a grenade (plasma) that emits a force constantly before blowing up (without chain spawning)
If this could work it would be a triple whammy the map Im working on is dark so it would light up sections it was initially intended to be used to try stick players in the face (no damage just blinding) if the constant force could work it would send a stuck player in the direction the grenade was fired It could also be shot at the floor whilst jumping to give you a jump boost and finally it could be used as a temporary invisible wall which would be good for objective games
a 2-5 second force grenade without chain spawning
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
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a 2-5 second force grenade without chain spawning
never underestimate the predictability of stupidity
- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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There are a few effects ([effe]), or maybe a [foot], that spawns a [jpt!]. That is your ticket. You'll have to surf the list of them until you see a jpt in the idents. Change/swap that jpt so it has the force and damage you want. Change the initial, perpendicular and parallel friction in the nade's material responses to something like 2, and change the detonation time to however long you want the effect. When the nade hits a surface, you will see the material effects happening repeatedly, while the nade bouncing sound happens in continuous rapid succession. For the frag nade, which I recommend duplicating, this means a shower of sparks. If you swap your jpt-spawning effect with the impact effect or material effect (I don't know which), you should get the result you are after.
I suspect this is how the EMP grenade works in the 3volved Coagulation, judging by the shower of sparks.
It would be more reliable to just chain spawn and fix your broken idents. Go to the tags and offsets mentioned in the little pop-up box, and explicitly set them to Null, even if they already say they are Null.
I like this idea of a force grenade.
I suspect this is how the EMP grenade works in the 3volved Coagulation, judging by the shower of sparks.
It would be more reliable to just chain spawn and fix your broken idents. Go to the tags and offsets mentioned in the little pop-up box, and explicitly set them to Null, even if they already say they are Null.
I like this idea of a force grenade.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
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no joy I had the grenade going click clickerty click click click but it explodes rather quickly (damage I presume) *I cranked up the health to 100 and the shields to 100 with 1000 recharge rate that fixed that* the best I had was a grenade that sent things flying only on initial impact only and a grenade that kept the assault bomb effect going continually (I call it the Lag grenade)
Is there a complicated mathmatical formula to change the frequency of the clickerty click because low frequency say 2-3 Hz (cycles per second) and a effect that uses just the tank shell light would make an awesome strobed flash grenade for dark maps
(changing the effect lenght might help too)
Is there a complicated mathmatical formula to change the frequency of the clickerty click because low frequency say 2-3 Hz (cycles per second) and a effect that uses just the tank shell light would make an awesome strobed flash grenade for dark maps
(changing the effect lenght might help too)
never underestimate the predictability of stupidity