so my idea is to make a "health pack" item that's really a grenade flak substitute. I don't know if the "move" commands (movefore, moveup, etc.) count as gravity/physics. if not, I'll work my ass off on making a health pack script that will move a grenade model (the health pack) in a very complex sequence of states based on plr's camera input, then having arcs (after certain distance it would move less in one direction, more in another, etc.)
i might use collision-based deflection, probably not due to extreme scripting, etc. (if i don't, either impact explosion, or sticky grenade? if hits enemy it'll dissapear but still explode?)
lastly, the frag would ignite and maybe run a decal, then use plrinrange conditions to use sequential damage (working outside of radius in, adding damage for each level of range difference)(i'll have seperate scripts to sync when other player use it so you'll see them "throw" it, and the gun animation would act like a melee with 0 damage)
help!!! would it work?
Thanks
That Big Idea guy that can't find the time...