Grenade
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[edit] Description
This is a script written for both Warband, SP & MP. It is a grenade that will explode on impact and cause damage to nearby units.
[edit] Knowledge/Tools Required
- Python ModuleSystem
- OpenBRF (optional, only if you need a custom grenade model)
[edit] Script
Place the below in module_items,
["grenades", "Grenades", [("grenade",0)], itp_type_thrown |itp_merchandise|itp_primary, itcf_throw_stone,500, weight(4)|difficulty(0)|spd_rtng(85) | shoot_speed(30) | thrust_damage(1 , blunt)| max_ammo(2)|weapon_length(8),imodbits_none, [(ti_on_missile_hit, [ (this_or_next|multiplayer_is_server), #Only run on server for multiplayer (neg|game_in_multiplayer_mode), (store_trigger_param_1,":grenadier"), (try_for_agents,":target"), (agent_get_position,pos2,":target"), (get_distance_between_positions,":dist",pos1,pos2), (try_begin), (lt,":dist",250), #Distance between target and impact position needs to be less than #this for it to deal damage (in cm's) (store_agent_hit_points,":hp",":target",1), (store_random_in_range,":dmg",60,100), #Deal random damage between those two values (val_sub,":hp",":dmg"), (agent_set_hit_points,":target",":hp",1), (le,":hp",0), (agent_deliver_damage_to_agent,":grenadier",":target"), (try_end), #Graphics and sound effects below (particle_system_burst,"psys_pistol_smoke",pos1,50), (particle_system_burst,"psys_village_fire_big",pos1,50), (play_sound_at_position,"snd_pistol_shot",pos1), (try_end) ])]],
[edit] Notes
- To add sound for multiplayer, server and client events must be synchronized. Please refer to Yoshiboy's tutorial for details. (http://forums.taleworlds.com/index.php/topic,94854.0.html)
- Model for grenade is not provided. You need to add your own grenade model to your module's resource file using OpenBRF. (http://forums.taleworlds.com/index.php/topic,72279.0.html)
[edit] Credits
Code by Beaver, bug fix by UraCCCP