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Re: Handgrenades[message #279166] Mon, 02 May 2011 19:54 Go to previous messageGo to previous message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
Buns
Quote:
As with all bugs, if I can consistantly recreate it, I can usually fix it
I am not saying that this is a bug. As far as I see it, the game is doing what is intended by the code. I would rather say that the way grenades are calculated needs to be rethought.

Another thing I noticed is that the 13 tiles flat-range for my mercs seems to be the case when throwing a grenade while couched. Range while standing is higher (I usually don't have my mercs standing in battle, and getting up to throw a grenade is suicidal because you won't have enough APs to go couched again).
Whether it's a "bug" or not, I still can't "fix" it if I can't consistantly recreate the behavior. From what I'm reading in the code, and from what I'm seeing with my own experiences, grenade ranges are consistant for everyone whether we're talking enemies, militia or mercs. If you want to decrease the range at which grenades can be thrown, the easiest option would be to edit your Items.xml file and increase the ubWeight value for all your grenades by +3, +6 or even +9. This will reduce the max range.

And as I already pointed out, when crouching, the max throw range is reduced to 70% of normal.

I'll say one more time, the "red target" cursor does have a shorter limit and I have so far not been able to determine how that limit is calculated, other then to know that it DOES pull the value using the same "max throw range" function. It just uses that function in a way I'm not fully understanding right now. But the to-hit calculation is basically as I've described it in previous posts on this thread. And the only issue I can see with the entire procedure is that there is functionality for aiming which you can't actually do.

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