doughphunghus Posted December 8, 2019 Share Posted December 8, 2019 How/can you get an item/ammo (like a grenade or pipe bomb) to just knock zeds down (but for like 10 seconds not the built in stagger/fall and get back up) without them taking damage? Think "concussion grenade". I'm making some basic mods and I can't seem to get buffs to apply to a zombie (when hit/affected by an explosion) other than the built in buffs that come with the thrown item (a grenade explodes and zeds are affected on its area of explosion, a moltov explodes and makes fire in an area, etc, but i cant get a moltov to apply a buff for a knockdown/ragdoll, or a grenade to explode without damage and just knock zeds down for a determined time (like 10 seconds) Link to comment Share on other sites More sharing options...
KhaineGB Posted December 8, 2019 Share Posted December 8, 2019 So you'd want something like this... <item name="thrownGrenadeConcussion"> <property name="Tags" value="ammo,weapon,attPerception,perkDemolitionsExpert"/> <property name="ItemTypeIcon" value="explosion"/> <property name="DisplayType" value="ammoGrenadeContact"/> <property name="Class" value="ItemClassTimeBomb"/> <property name="HoldType" value="57"/> <property name="Meshfile" value="#Other/Items?Weapons/Ranged/Grenade/GrenadePrefab.prefab"/> <property name="DropScale" value="2.5"/> <property name="Material" value="Mmetal"/> <property name="Stacknumber" value="25"/> <property name="EconomicValue" value="41"/> <property name="Weight" value="0"/> <property name="Explosion.ParticleIndex" value="13"/> <property name="Explosion.RadiusBlocks" value="4"/> <property name="Explosion.RadiusEntities" value="5"/> <property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? --> <property name="Explosion.DamageBonus.water" value="0"/> <property name="Explosion.BlastPower" value="75"/> <!-- (int,100) how far ragdolls and such are flung --> <property name="FuseTime" value="6"/> <property name="FusePrimeOnActivate" value="true"/> <property name="ExplodeOnHit" value="true"/> <property name="StickPercent" value=".5"/> <property name="UnlockedBy" value="perkYeahScience"/> <property name="Group" value="Ammo/Weapons"/> <property name="SoundUnholster" value="grenade_unholster"/> <property class="Action0"> <property name="Class" value="ThrowAway"/> <!-- <property name="Hitmask_override" value="Arrow"/> unfortunately this cannot work without a serious rewrite of the hitmask system --> <property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists --> <property name="Throw_strength_default" value="8"/> <property name="Throw_strength_max" value="50"/> <property name="Max_strain_time" value="1.25"/> <property name="Sound_start" value="grenade_throw"/> <property name="Gravity" value="-5"/> <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/> </property> <property class="Action1"> <property name="Class" value="Activate"/> <property name="Delay" value="1"/> <property name="Sound_start" value="grenade_pullpin"/> </property> <property name="ThrowableDecoy" value="true"/> <effect_group tiered="false"> <triggered_effect name="onProjectileImpact" action="AddBuff" target="positionAOE" range="5" buff="buffInjuryKnockdown01"/> </effect_group> </item> Specifically the triggered effect bit. I removed all damage from the grenade, set it to use a knockdown buff that already exists in the game, and set the range to the same as Explosion.RadiusEntities. That bit of code tells the game to put out a buff within a 5 block radius (positionAOE) at the point of impact (onProjectileImpact). You CAN limit it to just zombies if you want, but that should work for everything. Link to comment Share on other sites More sharing options...
doughphunghus Posted December 9, 2019 Author Share Posted December 9, 2019 Thanks! Link to comment Share on other sites More sharing options...
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