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Author: Subject: Grenade Toss



Posts: 486
Registered: 20-2-09
Location: Texas, U.S.A.
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Mood: Not enough hours in a day

[*] posted on 11-11-10 at 16:20
Grenade Toss

Possible Uses:
  • Auto- and Semiautomatic room takedown sequences

  • Tougher enemies or friendlies that randomly toss a grenade, if their target is within some defined distance

  • Cinematic sequences

The WAC command
The actual command is:
    SSNanim( SSID, animation )

where SSID is the SSN number of the AI (or animate-able object), and the animation_tag is the name of its animation, as defined... somewhere? (Forgot where. :( )

What this does, is forces the AI to go through the animation. Theoretically you have a timed WAC event that forces an AI to wave at noone in particular.

Example Code
This example WAC forces an AI (with an SSN of 1, for this example) to go through their grenade toss animation.


When the player steps inside Area 1, the WAC is triggered and the "Execute! Execute! Execute!" is displayed on the screen. The AI then goes through their grenade toss animation, and actually throws a grenade! :A

Grenade Options:
There are 4 force animation commands related to grenades:
  • anim_grenade_1r Right handed Flashbang throw

  • anim_grenade_1l Left Handed Flashbang throw

  • anim_grenade_2r Right Handed Frag throw

  • anim_grenade_2l Left Handed Frag Throw

Modding Notes:
The grenade_1 uses "ammo_closeattack" and grenade_2 uses "ammo_marker3" listed in the item.def entry for the AI.

If those two ammo declarations are not grenades for that particular AI, forcing the animation will still have the AI go through the motions, but the AI will toss (or shoot) whatever ammo is listed in the item.def entry. Yes, you literally can have AI that "throw" bullets.

Time is not my enemy, although we do have many disagreements...
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