// grenade (thrown by hand) script // ------------------------------------------------------------------------ datablock EffectProfile(FlashGrenadeExplosionEffect) { effectname = "explosions/grenade_flash_explode"; minDistance = 10; maxDistance = 30; }; datablock AudioProfile(FlashGrenadeExplosionSound) { filename = "fx/explosions/grenade_flash_explode.wav"; description = AudioExplosion3d; preload = true; effect = FlashGrenadeExplosionEffect; }; datablock ExplosionData(FlashGrenadeExplosion) { explosionShape = "disc_explosion.dts"; soundProfile = FlashGrenadeExplosionSound; faceViewer = true; }; datablock ItemData(FlashGrenadeThrown) { shapeFile = "grenade_flash.dts"; // z0dd - ZOD, 5/19/03. Was grenade.dts mass = 0.7; elasticity = 0.2; friction = 1; pickupRadius = 2; maxDamage = 0.4; explosion = FlashGrenadeExplosion; indirectDamage = 0.5; damageRadius = 10.0; radiusDamageType = $DamageType::Grenade; kickBackStrength = 1000; computeCRC = true; maxWhiteout = 0.9; // z0dd - ZOD, 9/8/02. Was 1.2 }; datablock ItemData(FlashGrenade) { className = HandInventory; catagory = "Handheld"; shapeFile = "grenade_flash.dts"; // z0dd - ZOD, 5/19/03. Was grenade.dts mass = 0.7; elasticity = 0.2; friction = 1; pickupRadius = 2; thrownItem = FlashGrenadeThrown; pickUpName = "some flash grenades"; isGrenade = true; //computeCRC = true; // z0dd - ZOD, 5/19/03. Only need to check this model once. }; //-------------------------------------------------------------------------- // Functions: //-------------------------------------------------------------------------- function FlashGrenadeThrown::onCollision( %data, %obj, %col ) { // Do nothing... }