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