Author Topic: HE-Grenade "Pin"  (Read 1712 times)

Hello, I am planning to make a Explosive pack and HE-Grenade is the "base" for most of the Grenades out there (That's what I heard), so I want to know, how do I make the pin get out of my grenade, I have:
-The main Grenade with pin.
-A separate pin model.
-The main Grenade without pin (Projectile).
What I am saying is that on the HE-Grenade if you press Left-Click you will have the grenade in your hand without the pin, how can I make it so my grenade does the same?
(I have no idea if this goes in Coding or General Modification Help)
G-day.

That would be in the code. Try searching the HE code for pin

That would be in the code. Try searching the HE code for pin
No, it would be an animation. The pin is taken out, then the grenade is thrown.

But I mean search the script so you can find when the animation? is called.

Couldn't it be a projectile rather than an animation?

The pin is the animation, but the grenade is the projectile.

So I have to know what to name the respective animation, and learn to make rename animations?

Wouldn't the pin be like the shell ejector?

Wouldn't the pin be like the shell ejector?

The animation is on hegrenade.dts, hegrenadePin.dts is the shell projectile which activates after the animation.

It's in the sequences. Wait, no. That's the Frag Grenade. Nvm.

Apparently, noone knows (never done?) a thing similar to the HE Grenade which includes the Pin?

The animation is on hegrenade.dts, hegrenadePin.dts is the shell projectile which activates is ejected after the animation.

Apparently, noone knows (never done?) a thing similar to the HE Grenade which includes the Pin?
If what you are saying is two different DTS' merged together at the same time and one gets "pulled out" and dropped, that's impossible.

If what you are saying is two different DTS' merged together at the same time and one gets "pulled out" and dropped, that's impossible.

HE-Grenade uses it, it IS possible.
Think before you post.

I think the point is a animation that starts once Left-Click is pressed and after that the Animation stops at the end where the respective Pin is removed from the item in hand. Explains why the HE-Grenade loses it's pin even if you don't throw it, if you Left-Click once without throwing the HE-Grenade, you will notice the Grenade in your hand without the pin. THAT is what I am trying to do.

The "Pin" is the shell, make the pin model in your modeling program just like the shell on your grenade, and make a disappearing animation on your grenade. And put the shell ejector right where the pin is, and when you finish the scripts by using the pin "coming out" as your firing animation, and have a delay from when you get the grenade to the throwing position.

HE-Grenade uses it, it IS possible.
Think before you post.

I think the point is a animation that starts once Left-Click is pressed and after that the Animation stops at the end where the respective Pin is removed from the item in hand. Explains why the HE-Grenade loses it's pin even if you don't throw it, if you Left-Click once without throwing the HE-Grenade, you will notice the Grenade in your hand without the pin. THAT is what I am trying to do.
Its just a loving illusion. There are two seperate DTS', the pin and the grenade. The grenade model HAS the pin's mesh stored in it. An animation is set so that when you click, it gets pulled out of the grenade, moved to the side, and then vanishes. When it vanishes, the script is set to eject a shell from the point where it vanished. The shell is the seperate Pin DTS. I know what Im loving talking about. It is not possible to mount a seperate dts shape onto a weapon model.
« Last Edit: October 23, 2010, 12:09:01 PM by takato14 »