Home » MODDING HQ 1.13 » v1.13 Feature Requests » Grenades don't explode immediately
Grenades don't explode immediately[message #316195] Mon, 11 March 2013 22:41 Go to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
My apologies if this has already been requested or done somehow, as i couldn't find a topic about it around here.

How grenades work in game right now:
In one continuous action, the actor arms and throws a given grenade, which bounces once or not, and explodes.

How grenades could work alternatively:
The actor arms a given grenade, like he would arm a piece of explosive with a timed detonator, and in another action throws it. The grenade lands where it has to, and explodes only after a few seconds (one game turn or less if possible).

Problems to take into account:
This may be very easy to accomplish using the bomb+detonator mechanic, however, the AI should have problems dealing with it.
Maybe it is possible to skip the arming action, and just make the grenade explosion delayed, in order to allow any AI to still use it as before, but this is out of my competence to do.
As far as i know, real "smoke" grenades start spitting their content as soon as you arm them, so i guess those (smoke, tear gas, mustard...) shouldn't be affected.

Purpose of this feature request:

The idea is to make grenades more realistic, and give opportunities to the characters to react to them. One could run away seing a grenade incoming, grab it and throw it (back or elsewhere), while taking risks doing so (getting out of cover, raising interrupts for the ennemy, and vulnerable to explosions while the grenade is in hand, both for the thrower and the receiver).

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Master Sergeant
Re: Grenades don't explode immediately[message #316196] Mon, 11 March 2013 22:52 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
Should be doable with some Creative XML Abuse. Need to make grenades bombs and possibly add inseparable default detonators.

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Captain

Re: Grenades don't explode immediately[message #316205] Tue, 12 March 2013 06:00 Go to previous messageGo to next message
Deleted.

 
Messages:2634
Registered:December 2012
Location: Russian Federation
Created and tested timed grenade (made from c1 explosives item), it works, just arm it (1 to 4 turns) and throw! Comes with inseparable and hidden attachment (new item - grenade fuse).
But you merc will need some explosives skill or he will hurt himself trying to arm such "grenade".

And i have no clue how to connect item from items.xml to explosives.xml, is it something hidden in value?

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Lieutenant

Re: Grenades don't explode immediately[message #316206] Tue, 12 March 2013 07:20 Go to previous messageGo to next message
Vince7403 is currently offline Vince7403

 
Messages:142
Registered:February 2012
What if the grenade triggered interrupts? You could use your interrupt to dive for cover, if you had the APs for it. I have no idea how the interrupt code works so I don't know if this is feasible, but it seems like it would be the most elegant solution.

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Sergeant
Re: Grenades don't explode immediately[message #316207] Tue, 12 March 2013 08:13 Go to previous messageGo to next message
Deleted.

 
Messages:2634
Registered:December 2012
Location: Russian Federation
Grenade-triggered interrupt would allow merc to wear his GAS MASK.

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Lieutenant

Re: Grenades don't explode immediately[message #316208] Tue, 12 March 2013 09:23 Go to previous messageGo to next message
Vince7403 is currently offline Vince7403

 
Messages:142
Registered:February 2012
Yes, that could be a problem - with inventory manipulation AP cost turned off, donning gas mask is a free action. Those are some well-drilled mercs!

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Sergeant
Re: Grenades don't explode immediately[message #316670] Thu, 28 March 2013 14:12 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
Its always irked me how effective grenades are in the hands on an enemy. Elites ecspecially seem to be able to throw thier grenades further and more accurately than most launchers in the game.

Heres another idea. (Sorry I dont know how pheasible it is);

The timing of the grenade is determined by how many APs the thrower is willing to spend. For example if a player wishes to spend as little AP as possible throwing the grenade, that grenade will take longer to explode after being thrown (up to 3 turns perhaps). Alternatively the thrower spends most or all his AP (simulating his waiting momentarrily after armimng the grenade) to ensure it explodes in the same turn he throws it.

This would mark a more realitic difference between hand grenades and impact-detonated launched grenades like the 40mm.

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Staff Sergeant
Re: Grenades don't explode immediately[message #316679] Thu, 28 March 2013 18:07 Go to previous message
Gambigobilla

 
Messages:690
Registered:July 2008
This can be made with simple (OK, not so simple, just tedious) XML editing.

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First Sergeant
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