
DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 3, 2010 06:47 PM
Msg. 1 of 10
I've heard ways of how, but no matter how many times I've tried those ways never work. So, I'm posting a topic. How do you make frag grenades explode after one bounce?
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Sep 3, 2010 07:29 PM
Msg. 2 of 10
Ok, open your grenade projectile and scroll down to $$$PROJECTILE$$$ and make sure the "detonation timers starts" is set to "after first bounce". Then go detonation under $$$PROJECTILE$$$ and change the arming time to something really small.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 3, 2010 08:19 PM
Msg. 3 of 10
Quote: --- Original message by: Ro0ster Ok, open your grenade projectile and scroll down to $$$PROJECTILE$$$ and make sure the "detonation timers starts" is set to "after first bounce". Then go detonation under $$$PROJECTILE$$$ and change the arming time to something really small. I've done that. It's set at 0.01. It doesn't detonate immediately. What about the parallel friction and stuff?
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Sep 3, 2010 08:27 PM
Msg. 4 of 10
Yeah, sorry I didn't respond earlier :B
The detonation timer starts after first bounce option in HCE doesn't work.
The way I achieved it was a crude method.
Make a frag grenade projectile that upon impact with any surface, spawns an impact effect with a different frag grenade projectile. The first frag grenade projectile disappears upon impact. The second projectile has a limited range, say 2 or 3 world units. After traveling that distance, it will explode, giving the illusion that the grenade timer starts after bouncing.
However, this method is flawed, as to get the second grenade projectile to bounce off at the correct angle and velocity is annoying. Occasionally you get a grenade which is traveling slowly, hits the ground, suddenly shoots up quickly.
Also, if thrown at a low angle, the grenade tends to skip across the ground like a skipping stone on water.
However, afaik, this is the only method as of current to achieve this effect.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 3, 2010 08:33 PM
Msg. 5 of 10
Thanks Mythril. I'll try this and get it to work as really well. When it's done, the HCE Reach Grenade Launcher will be that much closer to completion.
Do you mean use the impact dirt and stuff to create the new projectile? Edited by DarkHalo003 on Sep 3, 2010 at 09:12 PM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Sep 3, 2010 09:02 PM
Msg. 6 of 10
you couldn't just make it like a needler projectile that explodes when coming in contact with an ai or vehicle and blows up really fast if it misses?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 3, 2010 09:07 PM
Msg. 7 of 10
Mythril = crude :3
I just set my grenade to a three second fuse. If you throw it close, it'll bounce. If you throw it far, it'll detonate in the air.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 3, 2010 09:34 PM
Msg. 8 of 10
Quote: --- Original message by: Gamma927 Mythril = crude :3
I just set my grenade to a three second fuse. If you throw it close, it'll bounce. If you throw it far, it'll detonate in the air. Thanks, I think this will be easier. Is that just using arming time?
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Sep 3, 2010 10:36 PM
Msg. 9 of 10
But then we don't get awesome long range grenades 3:
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 3, 2010 10:38 PM
Msg. 10 of 10
Quote: --- Original message by: Mythril But then we don't get awesome long range grenades 3: The charged one continues nearly endlessly. It's the standard that needs to explode early.
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