English HE grenade livetime needed.

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25.08.17 10:23:06 pm
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Mora_rus
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Hello uss.
This question is more to DC, but if you know:
What is exact time, when reach, triggers HE explosion?
25.08.17 10:25:45 pm
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Masea
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You could know that by using cs2d lua hook attack and cs2d lua hook ms100 hooks.
25.08.17 10:37:23 pm
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Mora_rus
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Well, yes, but i dont think it would give me exact time.
25.08.17 11:06:21 pm
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Ajmin
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Why are you so stubborn? Negotiate some milseconds for heaven's sake.
26.08.17 03:00:17 am
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TimeQuesT
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It was mentioned in some changelog. I don't know which it was, but I am sure that just browsing some back will help you alot.
Muh
26.08.17 10:34:04 am
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Mora_rus
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One reply from DC would help me alot. Well, i'll try to find in changelogs anyway.
26.08.17 10:40:22 am
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DC
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• When flying all the time: Explosion after 1500 ms (1.5 secs)
• When hitting the ground before these 1500 ms elapsed: Explosion after 1800 ms (1.8 secs)

So when grenades hit the ground they take 0.3 secs longer to explode. Not sure why I did it like this but I guess there is some weird reason I can't remember right now.

The described behavior is the same for HE and Flash grenades.

All other grenades "explode" as soon as they hit the ground. Flight duration defined by crosshair distance to the player when throwing. If that is enabled in the settings (it is by default). Otherwise a fixed distance.
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26.08.17 10:46:32 am
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Mora_rus
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i think i know why, is like when you threw grenade and it's timer is started, so when it fell on the ground near you - you'll have more time to run, if it flied more - it's time when it would be exploded(obviously) decreased.

Thank you for answer and others for help(i reach all changelogs but found nothing)

Quote:
All other grenades "explode" as soon as they hit the ground. Flight duration defined by crosshair distance to the player when throwing. If that is enabled in the settings (it is by default). Otherwise a fixed distance.


Yes i know.
26.08.17 10:49:28 am
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DC
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Oh maybe that's the reason. That's possible.
(even though real grenades don't work like that. But who cares? )
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26.08.17 10:52:22 am
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Mora_rus
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No, it looks more realistic. Is like when you threw a grenade and timer started, the closer you threw - the longer time to explode will be.
/Another question @user DC, i could not find Gut Bomb(86) sound when it exploded. I used to get fresh cs2d and to listen each sound. Might be it's included in exe? i need this sound but didnt thought the game does not have it in folders.
edited 1×, last 26.08.17 03:25:36 pm
27.08.17 01:48:02 am
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VADemon
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ProTip: Do not manipulate/remove grenade projectiles shortly before their explosion! The clients with high ping may not receive the "Remove" command before it explodes on their end. (Server removes a flashbang projectile, but the client still gets flashed)
27.08.17 09:18:40 am
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Mora_rus
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Well, this happens. I notice it much times, but i'm not about to work with cs2d projectiles but made my own. I tried to make F1 Grenade timers etc based on HEgrenade.
https://youtu.be/lsQNB-FZkPg?t=39
https://youtu.be/fVgqEJZbuu0?t=21
27.08.17 10:15:33 am
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DC
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Regarding the gut bomb sounds: Maybe the sfx/materials/flesh sounds? No sounds are included in the exe. All are exposed as external files.
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27.08.17 10:25:52 am
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Mora_rus
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I think no, they playing when i hit env_breakable. Dont have path of this sound in your project?
/it's not much needed, because i found zm_hit which sounds similar(but still different). I'll just add "flesh" near "zm_hit" and it'd be like gut bomb.
27.08.17 10:29:39 am
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DC
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It's simply both.
sfx/materials/flesh2.wav + sfx/player/zm_hit.wav
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27.08.17 10:44:34 am
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Mora_rus
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Yes i'm already did it)
thank you guys for help.
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