Satchel charges for SR IV - 0.51
by Lenankamp
So this adds Satchel Charges as an explosive at Friendly Fire. Still a few issues I haven't worked out. The animation will be interrupted if you are moving which I find really annoying. The animation is plym_ps_grndtss_sd.animx, but none of the options or flags I set in anim_files.xtbl seems to get past this. It's currently using the RPG explosions, and RPG explosion upgrades. The satchel and remote clip horribly, but the projectile itself is great. It seems to have way too much mass and causes cars to sink in to the ground, this should be easily fixable but I haven't really looked into it quite yet as I was more bothered by the animation issue. The control scheme files is kind of optional, but I use 360 control pad and this remaps the detonation to the 'X' button from RB as to not conflict with powers. Ammo is currently really low, I will fix this tomorrow along with the mass issue, did all my testing with infinite ammo unlocked.
Thanks to IdolNinja for being awesome, Volition for the game, and Minimaul for the tools
Update 0.5 - Removed flags to display reserve ammo and the detonator in offhand as reserve ammo is no longer used and just reports bad info and the offhand detonator was out of place. Add ammo.xtbl and increased capacity from 4 to 12. Change of mass only effects the projectile, so vehicles sinking in to the ground is a persistent problem and not as easy a fix as I hoped.
Update 0.51 - Had forgotten to test vehicle support, works well, had to assign the offhand grenade control to something for detonation to work, assigned to Right Stick for 360 pad overlapping the car horn.
Moved to Releases, http://www.saintsrowmods.com/forum/threads/re-enabled-satchel-charges.4684/
by Lenankamp
So this adds Satchel Charges as an explosive at Friendly Fire. Still a few issues I haven't worked out. The animation will be interrupted if you are moving which I find really annoying. The animation is plym_ps_grndtss_sd.animx, but none of the options or flags I set in anim_files.xtbl seems to get past this. It's currently using the RPG explosions, and RPG explosion upgrades. The satchel and remote clip horribly, but the projectile itself is great. It seems to have way too much mass and causes cars to sink in to the ground, this should be easily fixable but I haven't really looked into it quite yet as I was more bothered by the animation issue. The control scheme files is kind of optional, but I use 360 control pad and this remaps the detonation to the 'X' button from RB as to not conflict with powers. Ammo is currently really low, I will fix this tomorrow along with the mass issue, did all my testing with infinite ammo unlocked.
Thanks to IdolNinja for being awesome, Volition for the game, and Minimaul for the tools
Update 0.5 - Removed flags to display reserve ammo and the detonator in offhand as reserve ammo is no longer used and just reports bad info and the offhand detonator was out of place. Add ammo.xtbl and increased capacity from 4 to 12. Change of mass only effects the projectile, so vehicles sinking in to the ground is a persistent problem and not as easy a fix as I hoped.
Update 0.51 - Had forgotten to test vehicle support, works well, had to assign the offhand grenade control to something for detonation to work, assigned to Right Stick for 360 pad overlapping the car horn.
Moved to Releases, http://www.saintsrowmods.com/forum/threads/re-enabled-satchel-charges.4684/
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