Pytanko jak zmodyfikować żeby grant dymny w modzie był granatem zapalającym poniżej plik z granatami
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[grenade_gd-05]:identity_immunities,weapon_probability,default_weapon_params grenade_remove_time = 60000 detonation_threshold_hit= 200 GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\grenades\gd-05" $prefetch = 128 class = G_F1_S cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_gd5.ogf inv_name = st_grenade_smoke inv_name_short = st_grenade_smoke inv_weight = 0.63 ;.1 description = st_grenade_smoke_descr ef_weapon_type = 4 default_to_ruck = false sprint_allowed = true control_inertion_factor = 1 ;---DOF------------------------------------------------------------------------- zoom_dof = 0.5, 1.0, 180 reload_dof = 0.0, 0.5, 5, 1.7 ;------------------------------------------------------------------------------- inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 19 inv_grid_y = 3 kill_msg_x = 240 kill_msg_y = 123 kill_msg_width = 14 kill_msg_height = 23 animation_slot = 7 single_handed = 1 slot = 3 hud = grenade_gd-05_hud force_min = 10 ; ~30% îò ìàêñèìóìà force_const = 25;20 force_max = 30 force_grow_speed = 15;2 ;30 destroy_time = 2500;3500 cost = 300 ;------------------------------------------------------------------------------- blast = 0 blast_r = 0 blast_impulse = 0 ;delete blast_impulse_factor = 0 frags = 0 frags_r = 0 frag_hit = 0 frag_hit_impulse = 0 hit_type_blast = strike hit_type_frag = fire_wound up_throw_factor = 10 ;------------------------------------------------------------------------------- explode_particles = explosions\explosion_dym light_color = 0.9,0.6,0.5 light_range = 2.0 light_time = 2.85 ;òðàññû îò îñêîëêîâ fragment_speed = 50 explode_duration = 12 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ) ;çâóêè snd_explode = weapons\grenade_gd05 snd_checkout = weapons\generic_checkout, 1.0, 0.4 attach_position_offset = -0.053,-0.089,0.0 attach_angle_offset = 0,0,0 attach_bone_name = // should be deleted after update bone_name = bip01_r_hand position_offset = 0.0,0.0,0.0 angle_offset = 1.570790,1.570790,3.92699 throw_point = 0.4, 0.3, 0.1 throw_dir = 0,0,1 wm_size = 0.1 wallmark_section =explosion_marks [grenade_gd-05_hud]:hud_base fire_point = 0,0,0 fire_bone = wpn_body attach_place_idx = 0 item_visual = dynamics\weapons\wpn_grenades\wpn_gd5_hud.ogf hands_position = -0.044000,-0.156000,0.100000 hands_orientation = -0.500000,1.000000,-2.000000 hands_position_16x9 = -0.044000,-0.156000,0.100000 hands_orientation_16x9 = -0.500000,1.000000,-2.000000 item_position = -0.001215,0.005992,0.000966 item_orientation = -359.925262,-2.224621,-7.030276 aim_hud_offset_pos = 0,0,0 aim_hud_offset_rot = 0,0,0 gl_hud_offset_pos = 0,0,0 gl_hud_offset_rot = 0,0,0 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint anm_throw_begin = f1_throw_begin anm_throw_idle = f1_throw_idle anm_throw = f1_throw throw_point = 0.0,0.4,0.3 throw_dir = 0,0,1 [device_flashlight]:grenade_gd-05 $spawn = "weapons\grenades\device_flashlight" visual = dynamics\devices\light_torch description = st_flashlight_descr explode_particles = weapons\wg-hit-ground inv_weight = 0.08 inv_name = st_flashlight inv_name_short = st_flashlight inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 18 inv_grid_y = 22 cost = 50 slot = 3 hud = device_flashlight_hud force = 20 ; ~30% îò ìàêñèìóìà force_const = 20 force_max = 40 force_grow_speed = 1 blast = 0 blast_r = 0.0 blast_impulse = 0 ;delete blast_impulse_factor = 0 frags = 0 frags_r = 0 frag_hit = 0 frag_hit_impulse = 0 wm_size = 0.05 hit_type_blast = shock hit_type_frag = shock snd_explode = weapons\really_no_sound snd_checkout = weapons\really_no_sound destroy_time = 500 lights_enabled = true light_color = 1.0,1.0,1.0,0.2 light_range = 40 light_time = 100 explode_duration = 60 detonation_threshold_hit= 1 light_trace_bone = lights_bone range = 300 range_r2 = 300 color = 1.0,1.0,1.0,0.2 color_r2 = 0.6,0.55,0.55,0.8 omni_range = 15 omni_range_r2 = 17 omni_color = 1.0,1.0,1.0,0.1 omni_color_r2 = 1.0,1.0,1.0,0.1 color_animator = empty spot_texture = internal\internal_light_torch_r2 spot_angle = 360 glow_texture = glow\glow_torch_r2 glow_radius = 3.5 guide_bone = lights_bone [device_flashlight_hud]:hud_base fire_point = 0,-3,-2 fire_bone = lights_bone attach_place_idx = 0 item_visual = dynamics\devices\light_torch hands_position = -0.021000,-0.160000,0.002500 hands_orientation = -0.500000,1.000000,1.149999 hands_position_16x9 = 0.033000,-0.189500,0.039000 hands_orientation_16x9 = 2.349998,2.749999,2.849998 item_position = 0.003164,-0.002989,0.000906 item_orientation = 90,-184.681427,-545.486328 ;175.276352,-184.681427,-545.486328 aim_hud_offset_pos = 0,0,0 aim_hud_offset_rot = 0,0,0 gl_hud_offset_pos = 0,0,0 gl_hud_offset_rot = 0,0,0 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint anm_throw_begin = dev_bolt_shoot_start anm_throw_idle = dev_bolt_shoot_idle anm_throw = dev_bolt_shoot_end throw_point = 0.0,0.4,0.3 throw_dir = 0,0,1
Poczytałem i coś tam wymyśliłem wygląda to tak
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[grenade_gd-05]:identity_immunities,weapon_probability,default_weapon_params grenade_remove_time = 60000 detonation_threshold_hit= 200 GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\grenades\gd-05" $prefetch = 128 class = G_F1_S cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_gd5.ogf inv_name = st_grenade_smoke inv_name_short = st_grenade_smoke inv_weight = 0.63 ;.1 description = st_grenade_smoke_descr ef_weapon_type = 4 default_to_ruck = false sprint_allowed = true control_inertion_factor = 1 ;---DOF------------------------------------------------------------------------- zoom_dof = 0.5, 1.0, 180 reload_dof = 0.0, 0.5, 5, 1.7 ;------------------------------------------------------------------------------- inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 19 inv_grid_y = 3 kill_msg_x = 240 kill_msg_y = 123 kill_msg_width = 14 kill_msg_height = 23 animation_slot = 7 single_handed = 1 slot = 3 hud = grenade_gd-05_hud force_min = 10 ; ~30% îò ìàêñèìóìà force_const = 25;20 force_max = 30 force_grow_speed = 15;2 ;30 destroy_time = 2500;3500 cost = 300 ;------------------------------------------------------------------------------- blast = 1.85 blast_r = 10 blast_impulse = 250 blast_impulse_factor = 0.85 frags = 10 frags_r = 24.0 frag_hit = 0.65 frag_hit_impulse = 130 hit_type_blast = burn hit_type_frag = fire_wound up_throw_factor = 1.0 ;------------------------------------------------------------------------------- explode_particles = explosions\explosion_barrel light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;òðàññû îò îñêîëêîâ fragment_speed = 50 explode_duration = 12 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ) ;çâóêè snd_explode = weapons\grenade_gd05 snd_checkout = weapons\generic_checkout, 1.0, 0.4 attach_position_offset = -0.053,-0.089,0.0 attach_angle_offset = 0,0,0 attach_bone_name = // should be deleted after update bone_name = bip01_r_hand position_offset = 0.0,0.0,0.0 angle_offset = 1.570790,1.570790,3.92699 throw_point = 0.4, 0.3, 0.1 throw_dir = 0,0,1 wm_size = 0.1 wallmark_section =explosion_marks [grenade_gd-05_hud]:hud_base fire_point = 0,0,0 fire_bone = wpn_body attach_place_idx = 0 item_visual = dynamics\weapons\wpn_grenades\wpn_gd5_hud.ogf hands_position = -0.044000,-0.156000,0.100000 hands_orientation = -0.500000,1.000000,-2.000000 hands_position_16x9 = -0.044000,-0.156000,0.100000 hands_orientation_16x9 = -0.500000,1.000000,-2.000000 item_position = -0.001215,0.005992,0.000966 item_orientation = -359.925262,-2.224621,-7.030276 aim_hud_offset_pos = 0,0,0 aim_hud_offset_rot = 0,0,0 gl_hud_offset_pos = 0,0,0 gl_hud_offset_rot = 0,0,0 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint anm_throw_begin = f1_throw_begin anm_throw_idle = f1_throw_idle anm_throw = f1_throw throw_point = 0.0,0.4,0.3 throw_dir = 0,0,1 [device_flashlight]:grenade_gd-05 $spawn = "weapons\grenades\device_flashlight" visual = dynamics\devices\dev_drink_stalker\dev_drink_stalker description = st_energy_drink_descr inv_weight = 0.08 inv_name = st_flashlight inv_name_short = st_flashlight inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 18 inv_grid_y = 22 cost = 50 slot = 3 hud = device_flashlight_hud force_min = 10 ; ~30% îò ìàêñèìóìà force_const = 25;20 force_max = 30 force_grow_speed = 15;2 ;30 blast = 1.55 blast_r = 15.0 blast_impulse = 100 ;delete blast_impulse_factor = 1.25 frags = 15 frags_r = 15 frag_hit = 1.5 frag_hit_impulse = 100 wm_size = 0.05 hit_type_blast = radiation hit_type_frag = radiation explode_particles = explosions\explosion_mobiltank snd_explode = weapons\gen_grenshoot snd_checkout = weapons\really_no_sound destroy_time = 2500 lights_enabled = true light_color = 1.0,1.0,1.0,0.2 light_range = 60 light_time = 120 explode_duration = 60 detonation_threshold_hit= 1 light_trace_bone = lights_bone range = 300 range_r2 = 300 color = 1.0,1.0,1.0,0.2 color_r2 = 0.6,0.55,0.55,0.8 omni_range = 15 omni_range_r2 = 17 omni_color = 1.0,1.0,1.0,0.1 omni_color_r2 = 1.0,1.0,1.0,0.1 color_animator = empty spot_texture = internal\internal_light_torch_r2 spot_angle = 360 glow_texture = glow\glow_torch_r2 glow_radius = 3.5 guide_bone = lights_bone [device_flashlight_hud]:hud_base fire_point = 0,-3,-2 fire_bone = lights_bone attach_place_idx = 0 item_visual = dynamics\devices\dev_drink_stalker\dev_drink_stalker hands_position = -0.021000,-0.160000,0.002500 hands_orientation = -0.500000,1.000000,1.149999 hands_position_16x9 = 0.033000,-0.189500,0.039000 hands_orientation_16x9 = 2.349998,2.749999,2.849998 item_position = 0.003164,-0.002989,0.000906 item_orientation = 90,-184.681427,-545.486328 ;175.276352,-184.681427,-545.486328 aim_hud_offset_pos = 0,0,0 aim_hud_offset_rot = 0,0,0 gl_hud_offset_pos = 0,0,0 gl_hud_offset_rot = 0,0,0 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint anm_throw_begin = dev_bolt_shoot_start anm_throw_idle = dev_bolt_shoot_idle anm_throw = dev_bolt_shoot_end throw_point = 0.0,0.4,0.3 throw_dir = 0,0,1
Jeden jest zapalający a drugi radioaktywny
Jedyne niedociągnięcie przy radioaktywnym to wykorzystałem za wzór napój stalker z nieco zmieniona texturką.
No i cały czas pozostaje problem wyciągania granatów jak mamy ich więcej niż 2 rodzaje to musimy spooro naklepać w "Y" ktoś coś poradzi ?