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tnhscript:timedgrenade [2009/02/05 23:28]
127.0.0.1 external edit
tnhscript:timedgrenade [2010/11/23 00:11] (current)
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 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. 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 ​ver low, and they'​ll be more likely to get hit. The $$Death$$ schema, of course, should be a major anomaly.+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 ``[[dromed:​link:​Corpse]]`` link to an explosion object. The ``[[dromed:​property:​Class Tags|Schema\Class Tags]]`` property classifies the archetype for playing schemas. 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 ``[[dromed:​link:​Corpse]]`` link to an explosion object. The ``[[dromed:​property:​Class Tags|Schema\Class Tags]]`` property classifies the archetype for playing schemas.
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 ^Links | ``[[dromed:​link:​RenderFlash]]`` ​ | ^Links | ``[[dromed:​link:​RenderFlash]]`` ​ |
 ^Properties | ``[[dromed:​property:​ScriptTiming|Script\Timing]]``,​ ``[[dromed:​property:​CfgTweqModels|Tweq\Models]]`` ​ | ^Properties | ``[[dromed:​property:​ScriptTiming|Script\Timing]]``,​ ``[[dromed:​property:​CfgTweqModels|Tweq\Models]]`` ​ |
-^Stimuli ​| ``FireStim``,​ ``BashStim``,​ ``PokeStim`` ​ |+^Stims | ``FireStim``,​ ``BashStim``,​ ``PokeStim`` ​ |
 ^Schema Tags | $$Event Activate$$, $$Event Deactivate$$,​ $$Event ActiveLoop$$,​ $$Event Death$$ ​ | ^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.  | ^Parameters | $$launch_active$$ //​(boolean)// ​ | Activate the grenade immediately. Use when the grenade comes from an emitter trap.  |
  
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tnhscript/timedgrenade.1233876486.txt.gz · Last modified: 2009/02/26 01:47 (external edit)