A timed grenade is armed when it is thrown (but not dropped) from the player’s inventory. The grenade arms itself by playing a schema and activating a model tweq. After a delay, the grenade is slain. If the archetype for the grenade has a RenderFlash link, the flash is activated.
Picking up an active grenade will disarm it. Except if there is less than 2 seconds on the timer, it will explode. It also explodes in response to PokeStim or BashStim while armed. A FireStim will explode the grenade even when not armed.
Schemas are played for the grenade events. When armed, Event Activate is played followed by Event ActiveLoop which is a repeating schema. Event Deactivate is played when the grenade is disarmed, and Event Death when slain. Setting the schemas as a major anomaly makes any AI that hear it wander out of the range of the grenade. Make the schemas a minor anomaly, or set the volume very low, and they’ll be more likely to get hit. The Death schema, of course, should be a major anomaly.
A suitable archetype must be created for the grenade. Receptrons for PokeStim, BashStim, and FireStim should react with
Send to Scripts. There should be a Corpse link to an explosion object. The Schema\Class Tags property classifies the archetype for playing schemas.
|Messages||FrobWorldBegin, FrobInvEnd, Slain|
|Stims||FireStim, BashStim, PokeStim|
|Schema Tags||Event Activate, Event Deactivate, Event ActiveLoop, Event Death|
|Parameters||launch_active (boolean)||Activate the grenade immediately. Use when the grenade comes from an emitter trap.|