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 Bomb Making Help 
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Joined: Mon Mar 12, 2012 6:06 am
Posts: 58
Location: Flyin through the Matrix
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Post Bomb Making Help
I've searched for a tutorial on making bombs and even the file for the bombs in CC but I cant find etheir of those things, Little help please? :???:


Sat Mar 24, 2012 4:48 am
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Joined: Wed Jan 25, 2012 4:20 pm
Posts: 38
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Post Re: Bomb Making Help
Bombs are just TDExplosives with low gibwoundlimits/gibimpulselimits that gib into smoke and fragments (or whatever the hell you want them to gib into). What do you need help with?


Sun Mar 25, 2012 1:21 am
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Joined: Sun Dec 25, 2011 7:23 am
Posts: 269
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Post Re: Bomb Making Help
Here's the code for the coalition basic grenade

Code:
AddDevice = TDExplosive //its a TDExplosive
   PresetName = Grenade //its name
   AddToGroup = Bombs //NEEDED to make it a hand throwable device, otherwise it's just a non-throwable explosive.
   Description = Blah

//Everything here is just your basic variables and stuff

   Mass = 9001
   RestThreshold = -9001
   HitsMOs = 1
   GetsHitByMOs = 1

//Yeah... (and don't actually make the mass that high or else funny stuff will happen)

   ScriptPath = Coalition.rte/Devices/Explosives/TimedFuze.lua //Add this line if you want a smarter fuse that doesn't explode in the user's hands.

//Basic stuff determining what bomb looks like

   SpriteFile = ContentFile
      FilePath = Coalition.rte/Devices/Sprites/GrenadeA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -4


//If a bullet hits the bomb, what kind of wound will it get?

   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal

   GoldValue = 10 //How expensive it is
   AngularVel = 5 //How much the bomb spins when its thrown, greater value = greater spin

//Lets the engine automatically define the bomb's hit area

   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 0


//Other random useless variables for explosives

   JointStrength = 100
   JointStiffness = 0.5
   DrawAfterParent = 1

//Durr...

   GibSound = Sound
      CopyOf = Bone Crack //What kind of explosion sound it makes

//How the thrower holds the bomb when throwing

   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5

//Adjust these values to determine how far/fast you can throw bomb

   MinThrowVel = 3
   MaxThrowVel = 15

   ActivatesWhenReleased = 0 // Will the bomb start ticking when you throw it? If you decided to not add the lua script from earlier, set this to 1.

   TriggerDelay = 10000 //How much time before the bomb automatically explodes. If you decided to add the script, this value doesn't really do much.

   GibImpulseLimit = 6000 //How much crushing force is required to make the bomb automatically explode
   GibWoundLimit = 1 //How many bullets bomb can withstand before blowing up


//Everything below are just the things that the bomb turns into (mostly shrapnel and smoke in this case) when it blows up.

   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Glow Explosion Huge
      Count = 1
      Spread = 2.25
      MaxVelocity = 0.1
      MinVelocity = 0
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Side Thruster Blast Ball 1
      Count = 10
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 32
      Spread = 3.1
      MinVelocity = 50
      MaxVelocity = 60
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow
      Count = 28
      Spread = 3.1
      MinVelocity = 50
      MaxVelocity = 60
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 50
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Flame Ball 1
      Count = 12
      Spread = 3.1
      MaxVelocity = 6
      MinVelocity = 2
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 1
      Count = 34
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 2
      Count = 28
      Spread = 3.1
      MaxVelocity = 12
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 2 Glow
      Count = 6
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = AEmitter
         CopyOf = Explosion Trail 1
      Count = 6
      Spread = 3.1
      MaxVelocity = 40
      MinVelocity = 20
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Flame Smoke 1
      Count = 15
      Spread = 3.1
      MaxVelocity = 12
      MinVelocity = 3
      LifeVariation = 0.50


Sun Mar 25, 2012 4:45 am
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Joined: Mon Mar 12, 2012 6:06 am
Posts: 58
Location: Flyin through the Matrix
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Post Re: Bomb Making Help
Well not much but its a start at least.


Wed Mar 28, 2012 11:22 pm
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Joined: Sun Aug 09, 2009 9:26 am
Posts: 1633
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Post Re: Bomb Making Help
_Shadowcat_ wrote:
Well not much but its a start at least.

Not much? Don't be an ungrateful bastard. That's about as clear as it can be made short of injecting the knowledge of how to mod directly into your brain.


Thu Mar 29, 2012 9:27 pm
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