S-M-DBZ Membre
Nombre de messages : 35 Localisation : Dans l'interface WV,a 1X098723 Location E.Debug,qui se trouve dans ton postérieur. Date d'inscription : 02/08/2008
| Sujet: Super Grenade a Fragmentation Ven 10 Oct 2008, 21:44 | |
| Bonjour.Je vous présente mon premier Tweak! Bon,je ne peux pas faire d'image. En faite,c'est une grenade a super fragmentation... Une grenade a fragmentation qui fait BEAUCOUP de dégat(Avec la grenade,pas avec les fragmentation)qui envoie très loin...Avec une Quinzaine de fragmentation!La grenade est entouré d'halo,et les fragmentation ont une trainée bleutée.Les frag. Lache chacune une sainte grenade,qui libére une nouvelle Super Grenade O_O Donc,voici le fichier des frag(Pour ClusterBomb) : - Code:
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<XContainerResourceDetails id='kWeaponClusterBomb'> <Value href='kWeaponClusterBomb-0'/> <Name>kWeaponClusterBomb</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponClusterBomb-0'> <IsAimedWeapon>false</IsAimedWeapon> <IsPoweredWeapon>false</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>false</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>false</IsLowGravity> <IsLaunchedFromWorm>false</IsLaunchedFromWorm> <HasAdjustableFuse>false</HasAdjustableFuse> <HasAdjustableBounce>false</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>true</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>ClusterBomb</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>4</Radius> <AnimTravel>spin</AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>10</FuseTimerGraphicOffset> <FuseTimerScale>0</FuseTimerScale> <BasePower>0</BasePower> <MaxPower>0</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>0</OrientationOption> <SpinSpeed>0</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>true</DetonatesOnLandImpact> <DetonatesOnExpiry>false</DetonatesOnExpiry> <DetonatesOnObjectImpact>true</DetonatesOnObjectImpact> <DetonatesOnWormImpact>true</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>30</WormDamageMagnitude> <ImpulseMagnitude>0.175</ImpulseMagnitude> <WormDamageRadius>40</WormDamageRadius> <LandDamageRadius>55</LandDamageRadius> <ImpulseRadius>80</ImpulseRadius> <ImpulseOffset>-20</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0</TangentialMinBounceDamping> <ParallelMinBounceDamping>0</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0</MinSpeedForSkim> <MaxAngleForSkim>0</MaxAngleForSkim> <SkimDamping x='0' y='0' z='0' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0</BombletMaxSpeed> <BombletMinSpeed>0</BombletMinSpeed> <BombletWeaponName>kWeaponHolyHandGrenade</BombletWeaponName> <FxLocator>cluster</FxLocator> <ArielFx>WXP_BeamBuildup</ArielFx> <DetonationFx>WXP_ExploCluster</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>true</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx></LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale>0</AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>0</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>-1</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName></DisplayName> <WeaponGraphicsResourceID></WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>0</LaunchDelay> <PostLaunchDelay>0</PostLaunchDelay> <FirstPersonOffset x='0' y='0' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>false</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawCluster</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireCluster</WXAnimFire> <WXAnimHolding>HoldCluster</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> Le fichier grenade(ClusterGrenade): - Code:
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</PayloadWeaponPropertiesContainer> <XContainerResourceDetails id='kWeaponClusterGrenade'> <Value href='kWeaponClusterGrenade-0'/> <Name>kWeaponClusterGrenade</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponClusterGrenade-0'> <IsAimedWeapon>true</IsAimedWeapon> <IsPoweredWeapon>true</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>true</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>true</IsLowGravity> <IsLaunchedFromWorm>true</IsLaunchedFromWorm> <HasAdjustableFuse>true</HasAdjustableFuse> <HasAdjustableBounce>true</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>true</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>ClusterGrenade</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>15</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>6</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0.125</BasePower> <MaxPower>1.525</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>1</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</DetonatesOnLandImpact> <DetonatesOnExpiry>true</DetonatesOnExpiry> <DetonatesOnObjectImpact>false</DetonatesOnObjectImpact> <DetonatesOnWormImpact>false</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>215</WormDamageMagnitude> <ImpulseMagnitude>1.05</ImpulseMagnitude> <WormDamageRadius>32.40</WormDamageRadius> <LandDamageRadius>4.0</LandDamageRadius> <ImpulseRadius>80</ImpulseRadius> <ImpulseOffset>-25</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>200</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0.4</TangentialMinBounceDamping> <ParallelMinBounceDamping>0.3</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0.6</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0.8</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0.1</MinSpeedForSkim> <MaxAngleForSkim>-0.4</MaxAngleForSkim> <SkimDamping x='0.5' y='-0.6' z='0.5' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>15</NumBomblets> <BombletMaxConeAngle>0.01</BombletMaxConeAngle> <BombletMaxSpeed>3.24</BombletMaxSpeed> <BombletMinSpeed>0.12</BombletMinSpeed> <BombletWeaponName>kWeaponClusterBomb</BombletWeaponName> <FxLocator>clustergrenade</FxLocator> <ArielFx>LOC^WXP_PlasmaBomb</ArielFx> <DetonationFx>WXP_StarburstExplosion</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>true</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>Throw</LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale>0</AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>0</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>6000</LifeTime> <IsFuseDisplayed>true</IsFuseDisplayed> <DisplayName>Text.kWeaponClusterGrenade</DisplayName> <WeaponGraphicsResourceID>ClusterGrenade</WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>80</LaunchDelay> <PostLaunchDelay>500</PostLaunchDelay> <FirstPersonOffset x='1' y='-0.2' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>true</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawCluster</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireCluster</WXAnimFire> <WXAnimHolding>HoldCluster</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected>
Dernière édition par S-M-DBZ le Sam 11 Oct 2008, 13:14, édité 1 fois | |
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Maycne Sonahoz Admin
Nombre de messages : 1691 Age : 36 Date d'inscription : 24/08/2006
| Sujet: Re: Super Grenade a Fragmentation Sam 11 Oct 2008, 09:56 | |
| Tout le monde peut prendre des images: tout le monde a la touche Impression écran quelque part sur son clavier... | |
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S-M-DBZ Membre
Nombre de messages : 35 Localisation : Dans l'interface WV,a 1X098723 Location E.Debug,qui se trouve dans ton postérieur. Date d'inscription : 02/08/2008
| Sujet: Re: Super Grenade a Fragmentation Sam 11 Oct 2008, 11:31 | |
| Ce n'est pas sa. Je l'ai,mais la touche ne marche pas... | |
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S-M-DBZ Membre
Nombre de messages : 35 Localisation : Dans l'interface WV,a 1X098723 Location E.Debug,qui se trouve dans ton postérieur. Date d'inscription : 02/08/2008
| Sujet: Re: Super Grenade a Fragmentation Sam 11 Oct 2008, 13:08 | |
| -----Maj -Les frag libére une sainte grenade qui libére a nouveau une grenade a fragmentation O_O Fichier ST-Grenade - Code:
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<XContainerResourceDetails id='kWeaponHolyHandGrenade'> <Value href='kWeaponHolyHandGrenade-0'/> <Name>kWeaponHolyHandGrenade</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponHolyHandGrenade-0'> <IsAimedWeapon>true</IsAimedWeapon> <IsPoweredWeapon>true</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>true</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>true</IsLowGravity> <IsLaunchedFromWorm>true</IsLaunchedFromWorm> <HasAdjustableFuse>false</HasAdjustableFuse> <HasAdjustableBounce>false</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>true</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>HolyHandGrenade</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>3</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>8</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0.125</BasePower> <MaxPower>0.525</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>1</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</DetonatesOnLandImpact> <DetonatesOnExpiry>false</DetonatesOnExpiry> <DetonatesOnObjectImpact>false</DetonatesOnObjectImpact> <DetonatesOnWormImpact>false</DetonatesOnWormImpact> <DetonatesAtRest>true</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>80</WormDamageMagnitude> <ImpulseMagnitude>0.45</ImpulseMagnitude> <WormDamageRadius>160</WormDamageRadius> <LandDamageRadius>110</LandDamageRadius> <ImpulseRadius>150</ImpulseRadius> <ImpulseOffset>-60</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0.42</TangentialMinBounceDamping> <ParallelMinBounceDamping>0.46</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0.52</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0.56</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0.2</MinSpeedForSkim> <MaxAngleForSkim>-0.4</MaxAngleForSkim> <SkimDamping x='0.5' y='-0.5' z='0.5' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0</BombletMaxSpeed> <BombletMinSpeed>0</BombletMinSpeed> <BombletWeaponName>kWeaponClusterGrenade</BombletWeaponName> <FxLocator>hollyhandgrenade</FxLocator> <ArielFx>WXP_HolyHG_Trails</ArielFx> <DetonationFx>WXP_Holy_HG_Explosion</DetonationFx> <DetonationSfx>HolyGrenadeExplosion</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>true</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx>Hallelujah</PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>Throw</LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale>0</AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>2000</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>0</LifeTime> <IsFuseDisplayed>true</IsFuseDisplayed> <DisplayName>Text.kWeaponHolyHandGrenade</DisplayName> <WeaponGraphicsResourceID>HolyHandGrenade</WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>80</LaunchDelay> <PostLaunchDelay>500</PostLaunchDelay> <FirstPersonOffset x='0.8' y='-0.2' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX>WXP_HolyHG_Hold</HoldParticleFX> <DisplayInFirstPerson>true</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawGrenade</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>Fire2Grenade</WXAnimFire> <WXAnimHolding>HoldGrenade</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer> Image pour l'arme(Moche) (A l'enregistrer en .tga ,avec un logiciel comme Force Vision) | |
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S-M-DBZ Membre
Nombre de messages : 35 Localisation : Dans l'interface WV,a 1X098723 Location E.Debug,qui se trouve dans ton postérieur. Date d'inscription : 02/08/2008
| Sujet: Re: Super Grenade a Fragmentation Sam 11 Oct 2008, 16:01 | |
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Grenad' Membre
Nombre de messages : 600 Age : 28 Date d'inscription : 25/02/2008
| Sujet: Re: Super Grenade a Fragmentation Sam 11 Oct 2008, 17:01 | |
| Sympa ton arme ! | |
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S-M-DBZ Membre
Nombre de messages : 35 Localisation : Dans l'interface WV,a 1X098723 Location E.Debug,qui se trouve dans ton postérieur. Date d'inscription : 02/08/2008
| Sujet: Re: Super Grenade a Fragmentation Sam 11 Oct 2008, 18:08 | |
| Merci | |
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| Sujet: Re: Super Grenade a Fragmentation | |
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