Quote: "Hi, I don't know if this is the right place to put this? I would like to know if its possible for a throw back effect, like when a grenade goes off it throws back the player when hurt, can this be done with a script? thanks"
I'm not sure, but if you have the syntax list there are commands that will force the player to move, since the grenade is flak, you could possibly add the command codes to the flak script, you'll need commands something like forceplayertomove=X if playerwithin=10
so maybe create a custom destroyscript like this:
;Header
desc = Decal Explosion
;Triggers
:state=1:destroy
:state=0:sound=audiobank\explode\explode1.wav,rundecal=0,triggerforce=100,state=1
:plrwithinzone=1:camshake=10,plrelevwithin=30,
plrfacing=0,PLRFLOOREQUAL=X:state=2
:state=2:MOVEPLRX=10,MOVEPLRY=5
Change the destroy.fpi script within the grenades flak script to the new destroy script you created. This code will be it's own script, dont put the code actually into the flak script, only the name of the new destroy script goes in there.
I think all this may be backwards, idk play around with switching states around, it might work. You can also create and alter any of the effects in the effectbank, but this is still all a little over my head. Hope it helps
UPDATE: I'm not sure exactly how flak is destroyed actually, as i just looked at the flak spec and it doesnt seem to have a destory or an addhealth command in there, need someone more experienced to chime in.
It might need to go in a custom destroy script attacted to the grenade ammo entity bank file, but this might trigger the explosion when you pick up the grenades, could be a way to make landmines at least
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