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 Flashbang 
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Flashbang
Ok, so... I decided to make a completely useless flashbang :D
I made the first flashbang back in build 15 when glows were inteduced into CC, but I never released it (At least here).

Its useless because I don't know how to use lua, but I do know its possible to make it actually work against AI using it, sadly I can't do it, so if anyone who can is willing to - feel free to do so. :D

Here's a gif. (Its kinda big)
Image

So yeah... This is just me getting the hang of modding back...


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Fri May 22, 2009 4:44 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: Flashbang
Have the grenade release a pinned, limited lifetime particle that runs a script (whatever is making that huge glow would work). In the script's Update code, just have it find every actor within a certain range, get each actors controller, and use their controllers to set all of their AIM_SHARP and WEAPON_FIRE states to false. The particle will keep doing this to the actors until it disappears. It may not affect player-controlled actors though, which could be a good or a bad thing.


Fri May 22, 2009 4:52 pm
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Post Re: Flashbang
Darlos9D wrote:
Have the grenade release a pinned, limited lifetime particle that runs a script (whatever is making that huge glow would work). In the script's Update code, just have it find every actor within a certain range, get each actors controller, and use their controllers to set all of their AIM_SHARP and WEAPON_FIRE states to false. The particle will keep doing this to the actors until it disappears. It may not affect player-controlled actors though, which could be a good or a bad thing.


You're saying it like I know how to do it...
If you care to explain how to add a script to a particle and find this "Update code" and do everything else you said, i'll be very grateful.


Fri May 22, 2009 5:01 pm
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Post Re: Flashbang
MaximDude wrote:
Darlos9D wrote:
Have the grenade release a pinned, limited lifetime particle that runs a script (whatever is making that huge glow would work). In the script's Update code, just have it find every actor within a certain range, get each actors controller, and use their controllers to set all of their AIM_SHARP and WEAPON_FIRE states to false. The particle will keep doing this to the actors until it disappears. It may not affect player-controlled actors though, which could be a good or a bad thing.


You're saying it like I know how to do it...
If you care to explain how to add a script to a particle and find this "Update code" and do everything else you said, i'll be very grateful.



What is this suppposed to do exactly? Kill the AI? If so, h did something exactly like this :D
viewtopic.php?f=61&t=14819


Fri May 22, 2009 5:51 pm
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Post Re: Flashbang
The Mind wrote:

What is this suppposed to do exactly? Kill the AI?


Nah, I think he only wants the grenade to force the AI out of the aiming mode, possibly stunning them for a while.


Fri May 22, 2009 6:00 pm
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Post Re: Flashbang
Areku wrote:
The Mind wrote:

What is this suppposed to do exactly? Kill the AI?


Nah, I think he only wants the grenade to force the AI out of the aiming mode, possibly stunning them for a while.


O ok, nice. Thatd be pretty sweet maxindude :D


Fri May 22, 2009 6:00 pm
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Post Re: Flashbang
The Mind wrote:
Areku wrote:
The Mind wrote:

What is this suppposed to do exactly? Kill the AI?


Nah, I think he only wants the grenade to force the AI out of the aiming mode, possibly stunning them for a while.


O ok, nice. Thatd be pretty sweet maximdude :D


Obviously... Its the only thing flashbangs do... I don't think there ever was an enemy killing flashbang...

Yeah...

Is there a tutorial on CC lua scripting or something?


Fri May 22, 2009 7:25 pm
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Post Re: Flashbang
MaximDude wrote:

Obviously... Its the only thing flashbangs do... I don't think there ever was an enemy killing flashbang...

Yeah...

Is there a tutorial on CC lua scripting or something?


http://www.datarealms.com/forum/viewtop ... 73&t=14737

kinda tutorial to get you going

and

viewtopic.php?f=73&t=14636
variables and when to use em

and

http://www.datarealms.com/wiki/index.php/Category:Lua

more variables and such. Ive found most of my help on the irc, and now ive learned a lot, but this might be good enough for you :)

Also, maybe look at other people's scripts and find out what stuff means, and how to use it. Hope this helps


Fri May 22, 2009 7:31 pm
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Post Re: Flashbang
So glad to see you back, Maxim. Did the pestering on Deviantart work or did you just see b23 was out and decide to come back?


Fri May 22, 2009 7:44 pm
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Post Re: Flashbang
Fredrick wrote:
So glad to see you back, Maxim. Did the pestering on Deviantart work or did you just see b23 was out and decide to come back?


I got an email that B23 came out, so I decided to check it out and now i'm here.


Fri May 22, 2009 7:53 pm
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Post Re: Flashbang
MaximDude wrote:
I got an email that B23 came out, so I decided to check it out and now i'm here.

I think know that everybody's happy about that :)


Fri May 22, 2009 7:59 pm
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Post Re: Flashbang
When'd you come back?

Also, you could just make it gib the glow and an invisible actor that cannot be hit.
Like Darlos's Chaff nade.


Fri May 22, 2009 8:43 pm
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Post Re: Flashbang
MaximDude wrote:
Fredrick wrote:
So glad to see you back, Maxim. Did the pestering on Deviantart work or did you just see b23 was out and decide to come back?


I got an email that B23 came out, so I decided to check it out and now i'm here.


What do you think?


Fri May 22, 2009 9:53 pm
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Data Realms Elite
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Post Re: Flashbang
Ah, this was like B18, when that guy made the smoke bomb, thanks for bringing it back!
If it does the chaff grenade thing, it better be like the old Chaff Grenade, the new one bites balls.


Sat May 23, 2009 1:42 am
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Post Re: Flashbang
In addition to the disable-enemy-firing, would it be possible to have the flashbang only work when you are facing the grenade (if you aren't, you see the flash alot shorter)?


Sat May 23, 2009 1:29 pm
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