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docschmerz

Getting assets into the Game? (DIY Grenade)

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I'm working on a DIY soda can grenade that I want to be craftable eventually.
Right now I have the 3d Model finished (and all the in between models for crafting) 

oUlynoY.jpg

interactive 3d model
possible crafting path

However I'm currently struggling of getting my model into the game. I just can't get it to show up in offline mode.

The idea was to have it be a version of the standard frag grenade and take all its properties from that for nowI used the grenades config file as a preset and mine now looks like this:

Spoiler



class CfgPatches
{
	class diyWeapons
	{
		units[]=
		{
			"SodaBomb"
		};
		weapons[]={};
		requiredVersion=0.1;
		requiredAddons[]=
		{
			"DZ_Data"
			
		};
		
	};
};
class CfgAmmo
{
	class DefaultAmmo;
	class HandGrenade_Base: DefaultAmmo
	{
		hit=60;
		indirectHit=28;
		indirectHitRange=7;
		explosive=1;
		typicalSpeed=3;
		initSpeed=3;
		fuseDistance=1;
		cost=40;
		simulation="shotShell";
		simulationStep=0.050000001;
		soundSetExplosion[]=
		{
			"Grenade_explosion_SoundSet",
			"Grenade_Tail_SoundSet"
		};
		soundHit[]=
		{
			"DZ\sounds\weapons\grenades\hand_grenade_1",
			10,
			1
		};
		soundFly[]=
		{
			"dz\sounds\Weapons\explosions\noise",
			3.1622771e-005,
			1
		};
		soundEngine[]=
		{
			"",
			9.9999983e-005,
			4
		};
		visibleFire=2;
		audibleFire=0.25;
		visibleFireTime=0;
		class DamageApplied
		{
			type="Projectile";
			Health=99;
			Blood=500;
			Shock=500;
		};
	};
	class HandGrenade_Frag: HandGrenade_Base
	{
		typicalspeed=20;
		visibleFire=0.5;
		audibleFire=0.050000001;
		visibleFireTime=1;
		explosionTime=0;
	};
	
class CfgVehicles
{
	class Inventory_Base;
	class Grenade_Base;
	class ItemGrenade: Grenade_Base
	{
	};

	class SodaBomb: ItemGrenade
	{
		scope=2;
		displayName="Soda Can Grenade";
		descriptionShort="An improvised soda can grenade made from shotgun shells, nails and duct tape";
		model="\diyWeapons\objects\soda_bomb_nails.p3d";
		weight=397;
		lootTag[]=
		{
			"Military_west"
		};
		ammoType="HandGrenade_Frag";
		simulation="handGrenade";
		fuseDelay=5;
		timeToLive=0;
		hiddenSelections[]=
		{
			"camo"
		};
		hiddenSelectionsTextures[]=
		{
			"diyWeapons\textures\soda_bomb_nails_diffuse.paa"
		};
		hiddenSelectionsMaterials[]=
		{
			"diyWeapons\textures\sodabomb.rvmat"
		};
		class Damage
		{
			tex[]={};
			mat[]=
			{
				"diyWeapons\textures\sodabomb.rvmat",
				"diyWeapons\textures\sodabomb_damage.rvmat",
				"diyWeapons\textures\sodabomb_destruct.rvmat"
			};
		};
		class AnimEvents
		{
			class SoundWeapon
			{
				class Grenade_unpin
				{
					soundSet="Grenade_unpin_SoundSet";
					id=201;
				};
			};
		};
	};
};
};


 

Can anyone point my in the right direction of what I'm doing wrong, or if its even possible?

 

Edited by docschmerz

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nice idea ! but I can't help you with that...
that being said, if it's a craft "lootTag[]" should be empty I think ^^

what's sad is that we don't know when the throw system will be re-implemented...

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Grenades and all thrown projectiles have been taken out of the current list and are not critical for 1.0 iirc so the class won't be of any use now 

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3 hours ago, ofp2 said:

Grenades and all thrown projectiles have been taken out of the current list and are not critical for 1.0 iirc so the class won't be of any use now 

You're right, I noticed that..

I guess I put that little project on ice until they're back.
However, in the meantime I at least managed to get my model into the game :)
k8FBS5f.jpg

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4 hours ago, ofp2 said:

I think mines are in , maybe make IED for now ?

yeah, already made something else :)
eN9lbKj.jpg

do you know whats necessary to create a custom animation (so that the character holds the mine with one hand at the handle)? :D

  • Like 1

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sorry  not at this moment  i am trying to learn it also  ,  seems this animation thing going to be  quite some  process  , unless  you can assing  in config.cpp a named selection  like leftahandanim ="handle" 

 

Edited by ofp2

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On 11/19/2018 at 7:18 PM, docschmerz said:

You're right, I noticed that..

I guess I put that little project on ice until they're back.
However, in the meantime I at least managed to get my model into the game :)
k8FBS5f.jpg

Any tips on how you got it to load in game?

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Firstly, nice Model! I could need someone of your kind later on!

Download the Redux Mod and add it that way, so you can prepare it until Dayz readds nades.

@Dylan Greene you could add a model with class of an bandage, and give it that model. still, there would be no way to throw it then.

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