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Grenade Damage

Posted: Sun Jun 04, 2006 8:50 pm
by Kyman2008
How do I make it so a plasma grenade only does damage if you get stuck with it? Also, is there a way to make it explode on impact? Thanks

Posted: Sun Jun 04, 2006 8:58 pm
by [users]platesofpaper
I haven't tried this, but I looked in Dothalo and I think I found it.

1. Go to the jpt! tag.

2. Scroll down to objects/weapons/plasma_grenade/damage_effects/plasma_grenade_boarding_explosion, objects/weapons/plasma_grenade/damage_effects/plasma_grenade_equipment_explosion,
and objects/weapons/plasma_grenade/damage_effects/plasma_grenade_explosion.

3. Change the Minimum Damage, the Damage[min], and the damage[max] to 0 on those three. (Leave the objects/weapons/plasma_grenade/damage_effects/plasma_grenade_attached_explosion at its default)

Hope that helped (and is correct)!


EDIT- (I missed the second part of your question)
And for your second question:

1. Go to the proj tag.

2. Scroll down to the plasma grenade.

3. Change the minimum and maximum explosion delay to zero.

Again, I hope that helped (and is right, again) :oops:

Posted: Sun Jun 04, 2006 9:00 pm
by DeviousDave
Yes, there's a dammage event for the nade being stuck and a seperate one for it exploding on the ground. Just null out the one or set the dammage to 0 fot the on-ground explosion. I think it's just one of the dependancies in the for the plasma nade in the proj tag. Just find the one that has to do with dammage (jpt! would be the tag class) and explosion on the ground.

I don't know about exploding on impact though. sorry.

[edit]
Planesofpaper, you beat me to it but I guess my way is different. I haven't actually tried it wither but I was looking around awhile ago (when I made my br the shoots out blue blobs.. just looks cool but I used the pnade without any dammage or bounce) and saw stuff related to its explosion and weather it was attached or not.

Your seems better because it's eaiser to change back... idk now that I think about it my way is pretty much the same, your changing values, I'm nulling dependencies. Same effect.

Posted: Mon Jun 05, 2006 6:36 am
by Kyman2008
I saw that too plates before I started this thread but it still didn't work. I was still getting damage from grenades that didn't stick you. Anyway, I switched the attached damage for the grenade to a head shot with the sniper rifle. Now, it's working fine. I'm not sure if the whole swapping damage thing worked of making the range of damage for the grenade 1E-15. Thanks for your help though. But still, I can't figure out how to get the grenade to go off on impact. I tried setting the explosion delay to 0 but still nothing.... Any other ideas?

Posted: Mon Jun 05, 2006 7:56 am
by xXxCocoFangxXx
It has to be in the jpt! tag.

Posted: Mon Jun 05, 2006 7:56 am
by [users]platesofpaper
You could try changing the bounce life/bounce distance before exploding to zero, as well as change the min/max explosion delays to something like 0.0001.

Posted: Mon Jun 05, 2006 9:57 am
by SyrinEldarin
You have to duplicate the plasma nade proj tag first. Then change the time of the duplicated grenade to 0.

Posted: Mon Jun 05, 2006 10:57 am
by DeviousDave
Could you explain to me how that works? I'm interested. How exactally does that make it explode on impact?

Posted: Mon Jun 05, 2006 10:59 am
by SyrinEldarin
Unless you've got 1.0. From what he said, it sounds like he's got 1.1, and you can't change the timer of a grenade unless it's duplicated, in 1.1. That's why I said duplicate it :P. If it's gonna be on impact with walls as well, though, the bounce life should be set to 0 too. That seems pointless with the 'damage only on stuck' thing, though.

Posted: Mon Jun 05, 2006 11:02 am
by DeviousDave
Interesting. I didn't know that. Makes sense. Wouldn't you then have to change the dependancies in the globals tag to the duped pnade instead of the regular one, and have the map spawn the duped ones instead of the regular ones?

Posted: Mon Jun 05, 2006 5:00 pm
by SyrinEldarin
Yup, if you wanted to go all the way. But I didn't bother saying that, cause it's kinda obvious =P

Posted: Mon Jun 05, 2006 7:26 pm
by Kyman2008
Ok... I duplicated and then swapped the tags but now the grenades won't blow up... Now what?

Posted: Tue Jun 06, 2006 5:15 pm
by Kyman2008
Anyone? I have no idea what else is wrong.

Posted: Tue Jun 06, 2006 5:19 pm
by WaywornMmmmm
First don't double post. After you have accomplished that, open your map in dothalo. Go to whatever tag has the timer in it. Then chnage the timer to something like 0.001 or a small number. Then save changes.

The reason it might have not have exploaded would be because the timer was removed. This is just a guess and I'm not sure if it will work. Don't be mad at me.

Posted: Wed Jun 07, 2006 7:42 am
by Kyman2008
It's weird... If I set the explosion delay to anything less than .1, it won't blow up. However, if I set the explosion delay to .1, it still takes the grenade like 2-3 seconds to blow up after you've been stuck.

Posted: Wed Jun 07, 2006 8:10 am
by SyrinEldarin
Even after you duplicated? That's mighty odd.

Posted: Wed Jun 07, 2006 9:02 am
by Kyman2008
Yeah, even after I have duplicated it. Should I have renamed it? Right now, I am using the projectile named Plasma_grenade2 and I switched all the tags that were originally pointing to Plamsa_grenade. That's all you have to do to duplicate it, right?