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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: custom-nade is not producing smoke effect
fainter
General Member
Since: Mar 19, 2005
Posts: 110
Last: May 15, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Feb. 25, 2006 10:15 pm
Im working on making a custom smoke stick greanade for the germans. Ive taken the stick grenade in the game now, gave it a new skin, and successfully hex edited new xmodel files for it, so it is now a standalone weapon. However, the grenade does not make the smoke. You can hear the smoke grenade go off, and can hear the hissing smoke, but there is no smoke. Im using /projExplosionType\smoke\ for its settings, which I copied from the smokegrenade settings. Any idea why the smoke is not showing up?
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fainter
General Member
Since: Mar 19, 2005
Posts: 110
Last: May 15, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Feb. 26, 2006 12:29 am
just tried other explosion types and they worked.. im clueless as to why the smoke clouds not showing up
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fainter
General Member
Since: Mar 19, 2005
Posts: 110
Last: May 15, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Mar. 1, 2006 02:09 pm
......anyone?
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fainter
General Member
Since: Mar 19, 2005
Posts: 110
Last: May 15, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Mar. 7, 2006 02:03 am
nobody has a clue on what could be problem? I guess there's not to many modelers on this section forum...?
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fainter
General Member
Since: Mar 19, 2005
Posts: 110
Last: May 15, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Mar. 8, 2006 12:04 am
Code:
WEAPONFILE\weaponType\grenade\weaponClass\grenade\displayName\Nebelhandgranate 39 AIOverlayDescription\\modeName\\gunModel\viewmodel_germansmokegrenate\handModel\viewmodel_hands_new\idleAnim\viewmodel_stielhandgrenate_idle\emptyIdleAnim\viewmodel_stielhandgrenate_empty\fireAnim\viewmodel_stielhandgrenate_throw\holdFireAnim\viewmodel_stielhandgrenate_pull\lastShotAnim\viewmodel_stielhandgrenate_lastthrow\meleeAnim\viewmodel_stielhandgrenate_melee\raiseAnim\viewmodel_stielhandgrenate_pullout\dropAnim\viewmodel_stielhandgrenate_putaway\altRaiseAnim\viewmodel_stielhandgrenate_idle\altDropAnim\viewmodel_stielhandgrenate_idle\weaponSlot\smokegrenade\slotStackable\0\moveSpeedScale\1.2\damage\0\meleeDamage\40\minDamagePercent\100\fireDelay\0.1\meleeDelay\0.05\fireTime\0.9\holdFireTime\0.6\meleeTime\0.4\reloadTime\2\dropTime\0.25\raiseTime\0.25\altDropTime\0.05\altRaiseTime\0.05\fuseTime\4\clipOnly\1\takeDamage\0\hipIdleAmount\80\idleCrouchFactor\0.5\idleProneFactor\0.15\swayMaxAngle\30\swayLerpSpeed\6\swayPitchScale\0.1\swayYawScale\0.1\swayHorizScale\0.1\swayVertScale\0.1\swayShellShockScale\5 radiantName\mpweapon_germansmokegrenade\worldModel\xmodel/weapon_germansmokgrenate\pickupModel\\hudIcon\icons/hud@german_smokegrenade.dds\modeIcon\\ammoIcon\icons/hud@german_smokegrenade.dds\ammoName\smokegrenade\maxAmmo\3\startAmmo\3\clipName\smokegrenade\clipSize\3\sharedAmmoCapName\smokegrenades\sharedAmmoCap\3\dropAmmoMin\0\dropAmmoMax\0\pickupSound\weap_pickup\ammoPickupSound\\pullbackSound\weap_fraggrenade_pin\fireSound\weap_fraggrenade_fire\lastShotSound\\reloadSound\weap_fraggrenade_reload\altSwitchSound\\raiseSound\\putawaySound\\noteTrackSoundA\\noteTrackSoundB\\noteTrackSoundC\\noteTrackSoundD\\reticleCenter\gfx/reticle/center_cross.tga\reticleSide\\reticleCenterSize\32\reticleSideSize\16\reticleMinOfs\4\altWeapon\\twoHanded\2\cookOffHold\1\cloth\0\wideListIcon\0\killIcon\icons/hud@death_german_smokegrenade\wideKillIcon\0\sprintMoveF\-14\sprintMoveR\-10\sprintMoveU\-14\sprintRotP\0\sprintRotY\0\sprintRotR\0\standMoveF\0\standMoveR\1\standMoveU\-1.5\standRotP\0\standRotY\0\standRotR\0\duckedOfsF\-2\duckedOfsR\2\duckedOfsU\-0.2\duckedMoveF\0\duckedMoveR\1\duckedMoveU\-1.5\duckedRotP\0\duckedRotY\0\duckedRotR\0\proneOfsF\-6\proneOfsR\3.5\proneOfsU\0.8\proneMoveF\0\proneMoveR\1\proneMoveU\-1.5\proneRotP\0\proneRotY\0\proneRotR\0\posMoveRate\4\posProneMoveRate\10\sprintMoveMinSpeed\110\standMoveMinSpeed\110\duckedMoveMinSpeed\60\proneMoveMinSpeed\0\posRotRate\5\posProneRotRate\10\sprintRotMinSpeed\110\standRotMinSpeed\110\duckedRotMinSpeed\60\proneRotMinSpeed\0\explosionRadius\0\explosionInnerDamage\0\explosionOuterDamage\0\projectileSpeed\960\projectileSpeedUp\120\projectileModel\xmodel/projectile_GermanSmoke39\projExplosionType\smoke\projExplosionEffect\\projExplosionSound\smokegrenade_explode\projectileTrail\none\projectileTrailTime\1\projectileTrailRadius\32\projImpactExplode\0<br />

thats what im using for its settings. perhaps someone can qucickly read threw it and see if somethign is wrong? i cant find anythign out of the oridinary that would not make it work..
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Wednesday, Mar. 8, 2006 12:27 am
is there any scripting in the pak files that refer to smoke grenades? perhaps there is a trigger outside of the weapon file involved with this.
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fainter
General Member
Since: Mar 19, 2005
Posts: 110
Last: May 15, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Mar. 8, 2006 01:06 am
I had to modify the _teams.gsc in order to get the germans to spawn with it.. other than that its just the skin, xmodels, icons, and weapons setting in the pk3
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fainter
General Member
Since: Mar 19, 2005
Posts: 110
Last: May 15, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Mar. 8, 2006 08:06 pm
i got it working now
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