Incendiary Nades SH/BT

Started by LeBabouin {sfx}, December 23, 2005, 01:34:02 PM

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Renegade76

Hi guys,

   

   Awesome mod... just had it running on our server.  I did notice a cpl of things though, 2 of which I see have been fixed in the previous post above.

   

   Other things I noticed where:-

   

   1. If someone drops their nades, or an enemy dies whilst nades are selected, you can't pick them up. You hear the pickup sound, but will have no extra nades.

   

   2. When someone is killed as a result of your Fire, you are not awarded the kill.

   

   3. FIXED - Was the nade exploding in the hand and didn't kill or burn.

   

   4. I think it's also fixed - Being able to turn it off so that it doesn't kill your own team.

   

   

   Have these been fixed already and a downloadable update about somewhere?  I think the post above has a link with fixes for 3 & 4, but has anyone fixed 1 & 2 ?

   

   Thanks guys.

dedoum

Salut Le Babouin, tu sais comment je peux réduire le délai des flammes (au lieu de 14 secondes, juste 5?), Merci :D

   

   Hi LeBabouin, do u know how can I reduce the delay of fire? (just 5 secondes for Example?), ThX

STORMnl

thanks for the update

   

   i hope you had funn on our servers

   new mods are in the make

   

   let you all know ,when they are finnished

   

   =STORM=

   

   we got a box now in amsterdam.with 3 new servers

   

   83.98.148.240----realism costom maps

   83.98.148.241----realism

   83.98.148.242----stock and freeze tag (private server)

   

   and 1 old server

   

   83.98.148.154----realism

   

   when the new mods are out

   (we call it OBC real WAR)

   than the stock maps are converted

   sp maps are in--AA,SH,BT

   special skins and wapens.
Dutch Blue Oyster mean machine instructor + The Jack off the dutch platoon - My Drill Instruction http://es.youtube.com/watch?v=25Qhbdijv5Y&feature=related

IdRonald

dedoum :
   Salut Le Babouin, tu sais comment je peux réduire le délai des flammes (au lieu de 14 secondes, juste 5?), Merci :D

   

   Hi LeBabouin, do u know how can I reduce the delay of fire? (just 5 secondes for Example?), ThX

   

   

   I would like to know this too.. Anyone with an answer?

LeBabouin {sfx}

Hey!

   

   In models/fx/flameNades.txt, change the wait 15 to wait 5. (see below)

   

   

   

   main:
   /*
      if(getcvar(flaming)=="1"){
         self radiusdamage 15
         if(!self.exploded){
            self.exploded = 1
            while (self!=NULL && self!=NIL){
               local.kaboom = self.origin
               waitframe
            }
            if(local.kaboom!=( 0 0 0 ))
                thread incendiary local.kaboom
         }
      }
   */
   
      self radiusdamage 15
      if(!self.exploded){
         self.exploded = 1
         while (self!=NULL && self!=NIL){
            local.kaboom = self.origin
            waitframe
         }
   //      if(local.kaboom!=( 0 0 0 ))
          thread incendiary local.kaboom
      }
   
   end
   
   incendiary local.kaboom:
   
      local.fx1 = spawn emitters/explosion_mine_shockwave.tik "classname" "effectentity" "angles" "0 0 0"
      local.fx1.origin = local.kaboom
      local.fx2 = spawn emitters/inferno.tik "classname" "effectentity" "scale" "3" "angles" "0 0 0"
      local.fx2.origin = local.kaboom
      local.fx2 droptofloor
      local.fx2.origin += ( 0 0 20 )
      local.flames = spawn models/emitters/t2l4_fire.tik "classname" "effectentity"
      local.flames scale 3
      local.flames.origin = local.kaboom
      local.flames playsound nebelsmokegrenade_exp_start
      wait .5
      local.flames loopsound fire_large
      local.flames droptofloor
      local.burning = spawn trigger_multiple
      local.burning.origin = local.flames.origin
      local.burning setsize ( -150 -150 50 ) ( 150 150 51 )
      local.flames.origin += ( 0 0 60 )
      local.burning wait 0
      local.burning delay 0
      local.burning setthread onFire
      wait 15 //  <<<-----------------------turning this to wait 5  should do it!
      local.flames stoploopsound
      local.flames remove
      local.burning remove
      local.fx1 remove
      local.fx2 remove
   
   end
   
   onFire:
   
   
   
      self waittill trigger
      local.player = parm.other
      if (!local.player.onFire){
         local.player.onFire = 1
         local.player.save_dmteam = local.player.dmteam
         local.player attachmodel models/emitters/firefill.tik "Bip01 Pelvis" 0.2 "ouille" "true" 6 -1 -1 -1 ( 0 0 0 ) //( -5 8 0)
         local.player weapdrop
         waitframe
         local.player takeall
   
         local.player playsound fire_large
   
         while((local.player.health > 0) && (local.player.dmteam == local.player.save_dmteam)){
            wait .5
            local.player hurt 10 lava
         }
   
   
         local.player stopsound
         local.player.onFire = 0
         local.player addkills -1
   local.player kill
      }
   end
   
   
   
   

IdRonald

Thanx man! This is cool... Could you also make it so that when you burn someone you get rewarded for the kill? Now it's very hard to make the kill rewarded, because you have to wait persuing the player untill the fire is out to shoot him/her. Especially when more grenades are thrown in the same area it's almost impossible. Could you look into that?