Oh yeah, like in the G36C, theres a "backup.cs" that looks like it. Any idea what part of it to edit, to change the projectile? There's going to be a bit of renaming, too. Here's the backup.cs:
datablock AudioProfile(grenadeExplosionSound)
{
filename = "Add-Ons/Weapon_Rocket_Launcher/tntExplode.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(grenadeFireSound)
{
filename = "Add-Ons/Weapon_Rocket_Launcher/rocketFire.wav";
description = AudioClosest3d;
preload = true;
};
datablock ParticleData(grenadeFireParticle)
{
dragCoefficient = 3;
gravityCoefficient = -1;
inheritedVelFactor = 1;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0] = "1 0.5 0 0.4";
colors[1] = "1 0.2 0 0.3";
colors[2] = "1 0 0 0";
sizes[0] = 0.5;
sizes[1] = 0.35;
sizes[2] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(grenadeFireEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 0.25;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "grenadeFireParticle";
};
datablock DebrisData(grenadeDebris)
{
emitters = "grenadeFireEmitter";
shapeFile = "base/data/shapes/empty.dts";
lifetime = 0.8;
lifetimeVariance = 0.3;
minSpinSpeed = 0;
maxSpinSpeed = 1;
elasticity = 0.3;
friction = 0.2;
numBounces = 5;
staticOnMaxBounce = true;
fade = true;
gravModifier = 2;
};
datablock ParticleData(grenadeTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
textureName = "base/data/particles/thinring";
colors[0] = "0.75 0.75 0.75 0.9";
colors[1] = "0.75 0.75 0.75 0.4";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.25;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(grenadeTrailEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = grenadeTrailParticle;
};
datablock ParticleData(grenadeExplosionParticle)
{
dragCoefficient = 0.4;
windCoefficient = 0.0;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 15;
spinSpeed = 10;
spinRandomMin = -1000.0;
spinRandomMax = 1000.0;
useInvAlpha = false;
animateTexture = false;
textureName = "base/data/particles/star1";
colors[0] = "1 0 0 1";
colors[1] = "1 1 0 0";
sizes[0] = 25;
sizes[1] = 50;
};
datablock ParticleEmitterData(grenadeExplosionEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
lifeTimeMS = 250;
ejectionVelocity = 25;
velocityVariance = 5;
ejectionOffset = 3;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "grenadeExplosionParticle";
};
datablock ParticleData(grenadeExplosionParticle2)
{
dragCoefficient = 3;
windCoefficient = 0.5;
gravityCoefficient = -0.1;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2500;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
textureName = "base/data/particles/cloud";
colors[0] = "1 0,1 0 0.8";
colors[1] = "1 0.5 0 0.6";
colors[2] = "1 0 0 0";
sizes[0] = 5;
sizes[1] = 3.5;
sizes[2] = 5;
};
datablock ParticleEmitterData(grenadeExplosionEmitter2)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
lifetimeMS = 150;
ejectionVelocity = 40;
velocityVariance = 15;
ejectionOffset = 0.5;
thetaMin = 0;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "grenadeExplosionParticle2";
};
datablock ParticleData(grenadeExplosionParticle3)
{
dragCoefficient = 1;
windCoefficient = 1;
gravityCoefficient = -0.35;
inheritedVelFactor = 0.2;
constantAcceleration = 0;
lifetimeMS = 2500;
lifetimeVarianceMS = 500;
spinSpeed = 10;
spinRandomMin = -200;
spinRandomMax = 200;
useInvAlpha = false;
animateTexture = false;
textureName = "base/data/particles/cloud";
colors[0] = "1 0.5 0 0.8";
colors[1] = "1 0.75 0 0.4";
colors[2] = "1 1 0 0.1";
sizes[0] = 5;
sizes[1] = 3;
sizes[2] = 0;
times[0] = 0;
times[1] = 0.75;
times[2] = 1;
};
datablock ParticleEmitterData(grenadeExplosionEmitter3)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
lifetimeMS = 100;
ejectionVelocity = 13;
velocityVariance = 10;
ejectionOffset = 1;
thetaMin = 0;
thetaMax = 87;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "grenadeExplosionParticle3";
};
datablock ExplosionData(grenadeExplosion)
{
explosionShape = "Add-Ons/Weapon_Rocket_Launcher/explosionSphere1.dts";
lifeTimeMS = 150;
particleEmitter = grenadeFireEmitter;
particleDesnity = 300;
particleRadius = 12;
debris = grenadeDebris;
debrisNum = 30;
debrisNumVariance = 5;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisThetaMin = 0;
debrisThetaMax = 90;
debrisVelocity = 75;
debrisVelocityVariance = 10;
soundProfile = grenadeExplosionSound;
emitter[0] = grenadeExplosionEmitter;
emitter[1] = grenadeExplosionEmitter2;
emitter[2] = grenadeExplosionEmitter3;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "5.0 5.0 5.0";
camShakeDuration = 1;
camShakeRadius = 15;
lightStartRadius = 100;
lightEndRadius = 25;
lightStartColor = "1 1 1";
lightEndColor = "1 1 1";
impulseRadius = 16;
impulseForce = 5000;
radiusDamage = 160;
damageRadius = 11;
};
//projectile
AddDamageType("GrenadeRadius",'<bitmap:add-ons/Weapon_G36C/CI_grenadeRadius> %1','%2 <bitmap:add-ons/Weapon_G36C/CI_grenadeRadius> %1',1.5,0);
datablock ProjectileData(glrenadeProjectile)
{
projectileShapeName = "./grenade.dts";
directDamage = 0;
directDamageType = $DamageType::GrenadeRadius;
radiusDamageType = $DamageType::GrenadeRadius;
impactImpulse = 1500;
verticalImpulse = 100;
explosion = grenadeExplosion;
particleEmitter = grenadeTrailEmitter;
brickExplosionRadius = 10;
brickExplosionImpact = false;
brickExplosionForce = 50;
brickExplosionMaxVolume = 250;
brickExplosionMaxVolumeFloating = 400;
muzzleVelocity = 40;
velInheritFactor = 1;
armingDelay = 5000;
lifetime = 5000;
fadeDelay = 5000;
bounceElasticity = 0.35;
bounceFriction = 0;
isBallistic = true;
gravityMod = 1;
explodeOnDeath = true;
hasLight = false;
};