Smoke Grenade!
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Smoke Grenade!
Here is a smoke grenade mod I have been doing with deadlydarkness, he did the fx and got the particle editor to work, I came up with the concept and did the coding required. Screenshot below:
It lasts for between 30-40 seconds. It does not affect the ai who can still see through it (at least I think they can). I will post the fx data if anyone wants it.
It lasts for between 30-40 seconds. It does not affect the ai who can still see through it (at least I think they can). I will post the fx data if anyone wants it.
- Teancum
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RE: Smoke Grenade!
Shazam! That is waaaay cool
And ya, the AI still see through it. I think in the luas there's something about DenseEnvironment() that affects how far they can see. Hope you find a workaround though as that is awesome!
And ya, the AI still see through it. I think in the luas there's something about DenseEnvironment() that affects how far they can see. Hope you find a workaround though as that is awesome!
RE: Smoke Grenade!
Could I just add it to the grenade's lua, since there must be an explosion radius, does that mean it can have say, a 'negative visibilty' radius? Otherwise it would be great for some kind of player-only commando map, with specialty classes or something.
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RE: Smoke Grenade!
WOOT!! Coudl you please upload the fx files? It does suck the bots can still see throught the smoke, but this would come very handy in some online games.
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Sure you can use it. When you save it in notepad, do save as and type con_whateveryoulike.fx (include the .fx) as the filename, then save. Theres also a way to modify the folder options to always display file extensions, very useful. Once you have done that, put the fx file in data_yourworld\common\effects. Then, specify the fx file under 'effect' in the com_weap_inf_thermaldetonator_exp.odf file (located in data_yourworld\common\odfs) Then, munge the map and test it. When a normal nade is thrown, it will explode and you can see the effect. (Note: everything there should work, if not, start a new thread and ask others for some help).
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No problem . Funnily enough, I was thinking about the poison grenade idea. I've just started it. My idea is to have a merc vs jedi map, where the jedi have their advantages (ie, the Force) and the mercs have classes like scout, munitions, etc, each with unique weapons. Like a stun grenade which works by pushing the enemy to the floor or one that makes the surrounding area extremely bright (a flash-bang grenade in effect).
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DeadlyDarkness wrote:Sure you can use it. When you save it in notepad, do save as and type con_whateveryoulike.fx (include the .fx) as the filename, then save. Theres also a way to modify the folder options to always display file extensions, very useful. Once you have done that, put the fx file in data_yourworld\common\effects. Then, specify the fx file under 'effect' in the com_weap_inf_thermaldetonator_exp.odf file (located in data_yourworld\common\odfs) Then, munge the map and test it. When a normal nade is thrown, it will explode and you can see the effect. (Note: everything there should work, if not, start a new thread and ask others for some help).
I cant find this file in the specified directory for my heroes map (trying to give Leia and Chewbacca some smoke nade defense.
NVM found it using file search actual path was MODTOOLS/data_mod id/sides/common/odf
EDIT
Ok I have done the mod to chewie and Jango's thermal detonator time bombs , when I first tried I got it wrong so when it exploded there was no flash or smoke . Then I reworked the file name to be like closer to the other FX exp file names only with the word smoke grenade in them( com_sfx_smokegrenade_exp) and now we have a larger than normal smoke effect on them. However , the duration of the smoke needs to be changed and I will be working on that aspect now . Any tips on how to prolong smoke duration would be greatly appreciated . Im also going to change the flash bang light too . Members of the Battle for Galaxy mod team will recall I also thought of adding smoke grenades to Battlefront 2 last march , but only as a theory , since im no coder . Just happy someone is showing me the way. The original concept was that along with Smoke the grenade would cause an EMP effect and cause the enemies radar to fail by blocking its range.