How to make a grenade operate as both thrown and fired.

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002
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How to make a grenade operate as both thrown and fired.

Post by 002 » Sat Jul 13, 2013 10:50 pm

Short and sweet:
- Edit a grenade...
- Initial Velocity: 1
- Final Velocity: -1

Long and boring:
- Open Blood Gulch and choose a grenade to edit.
- Set the Initial Velocity to 1. 1 is a low number, and we need the projectile to have some velocity (not too much) when it comes out of a weapon instead of just falling to the ground.
- Set the Final Velocity to -1. -1 is the negative absolute value of 1, our initial velocity. We need the projectile to slam into 0 velocity, which will start our detonation. Leaving the final velocity at 0 instead of -1 will cause the grenade to stop moving before it gets to rest, thus it will take extra time to start the detonation. This value works kind of like limits in calculus; the velocity starts to slow down less and less, but not enough to stop the projectile (until it touches the ground).

Since the final velocity's absolute value equals the initial velocity's absolute value, it will still act like a normal grenade when thrown. I don't quite know how that works.

Questions? Ask.
Last edited by 002 on Mon Aug 05, 2013 1:11 pm, edited 1 time in total.

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WaeV
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Re: How to make a grenade operate as both thrown and fired.

Post by WaeV » Sun Jul 14, 2013 6:51 am

002 wrote:Since the final velocity's absolute value equals the initial velocity's absolute value, it will still act like a normal grenade when thrown. I don't quite know how that works.
This is very peculiar.

Neat tutorial!
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Sparky
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Re: How to make a grenade operate as both thrown and fired.

Post by Sparky » Tue Sep 03, 2013 12:01 am

Everyone forgets the little guy negative numbers in Halo metadata editing.
Either you are groping for answers, or you are asking God and listening to Jesus.

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