(How to) fire type 91 grenades with the knee mortar?

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The Univermag's ghost

FNG / Fresh Meat
Aug 18, 2013
284
0
0
Italy
Hi, I am a complete newbie with the SDK, and I would like to find someone that can tell me how to replace the type 89 HE shell with the type 91 grenade.
I think it' s enough to swap the model of the HE shell with the type91's one, re-use the same animation (they have both the security pin in the top of them, and have only 2-3 cm of difference in lenght) ,code it to explode 7-8 seconds after the launch, and make that every time you shoot one type91 from the knee mortar, you have one less on your inventory... but... how to do it? from where should i start?
 

dibbler67

FNG / Fresh Meat
Sep 4, 2011
654
6
0
Texas
It's possible to change the projectile the launcher will fire fairly easily with a mutator, which could produce most of the effects you desire.

However, changing the appearance of the projectile as you insert it into the tube will probably require the creation of a new weapon class that uses a modified set of meshes as you describe.

Unless you create your own Light Mortar RORoleInfo class that uses your new weapon and create an entirely new map that uses this new Light Mortar RORoleInfo you won't be able to get your weapon into the game to even test.

That is, unless it were possible to change RORoleInfos with a mutator (which it is, but I have only succeeded in doing so offline.)
 

The Univermag's ghost

FNG / Fresh Meat
Aug 18, 2013
284
0
0
Italy
That is, unless it were possible to change RORoleInfos with a mutator (which it is, but I have only succeeded in doing so offline.)

What do you mean, that the server admin has to install my hypotetical mutator, like it happens with your real one to work online? (and of course it' ll need to be whithelisted to work on ranked servers)

Or that I can't do nothing? :-(
 
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dibbler67

FNG / Fresh Meat
Sep 4, 2011
654
6
0
Texas
What do you mean, that the server admin has to install my hypotetical mutator, like it happens with your real one to work online? (and of course it' ll need to be whithelisted to work on ranked servers)

Or that I can't do nothing? :-(

Yes in order to use it online that's what you would need. However you can still use it in the Workshop for testing purposes.
 

The Univermag's ghost

FNG / Fresh Meat
Aug 18, 2013
284
0
0
Italy
I' ve willingness (hope it's correct english) and some time, but i'm a complete newbie with the SDK. Would you mind if i PM you tomorrow to ask for some help?
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
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Amsterdam, Netherlands
It might be good to look around the original source files as early on in the beta the mortar fired type91, smoke and the current he shells. It could have been cleaned up but you might be able to find the old remnants of it there.
(Type91 caused a lot of confusion due to the original 9s trigger, (and as its a regular nade a lot of mortar crew just used them as grenades instead of mortar shells, smoke was a bit iffy as it makes it a bit easy if you can completely block the enemies vision perfectly without any effort)
 
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The Univermag's ghost

FNG / Fresh Meat
Aug 18, 2013
284
0
0
Italy
It might be good to look around the original source files as early on in the beta the mortar fired type91, smoke and the current he shells. It could have been cleaned up but you might be able to find the old remnants of it there.
(Type91 caused a lot of confusion due to the original 9s trigger, (and as its a regular nade a lot of mortar crew just used them as grenades instead of mortar shells, smoke was a bit iffy as it makes it a bit easy if you can completely block the enemies vision perfectly without any effort)

@zetsumei Thank you a lot for the tip!
PS:not an important thing, but...are you sure that the delay of type 91 was 9s? i found 7 or 8 on the net.