L'Anthrax... Un composant chimique mortel...
Bah ici, c'est pas mortel, mais ca étouffe un peu quoi
Que faut il pour faire ca?
Une Grenade a Fragmentation Tweakée pardi!
50 petites grenades lacrymo qui retombent apres(evidemment, faut pas lancer en l'air^^)
- Code:
-
<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>8</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>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>true</DetonatesOnExpiry>
<DetonatesOnObjectImpact>false</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>false</DetonatesOnWormImpact>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>
<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>15</WormDamageMagnitude>
<ImpulseMagnitude>0.05</ImpulseMagnitude>
<WormDamageRadius>40</WormDamageRadius>
<LandDamageRadius>0</LandDamageRadius>
<ImpulseRadius>80</ImpulseRadius>
<ImpulseOffset>-25</ImpulseOffset>
<Mass>0</Mass>
<WormImpactDamage>0</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>50</NumBomblets>
<BombletMaxConeAngle>0.5</BombletMaxConeAngle>
<BombletMaxSpeed>0.5</BombletMaxSpeed>
<BombletMinSpeed>0.4</BombletMinSpeed>
<BombletWeaponName>kWeaponGasCanister</BombletWeaponName>
<FxLocator>clustergrenade</FxLocator>
<ArielFx></ArielFx>
<DetonationFx>WXP_Explosion_Small</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>
</PayloadWeaponPropertiesContainer>
Bien évidemment, cette arme est a utiliser en derniere, y'a beaucoup de chances de toucher tout le monde
Roooh, c'est ZoliiiiCa sent bizarre par contre...