Satchel charges for SR IV - 0.6
by Lenankamp

So this adds Satchel Charges as an explosive at Friendly Fire. It's currently using the RPG explosions, and RPG explosion upgrades. The satchel is in a bad position, but the projectile itself is great. It seems to have a way too much mass and causes cars to sink in to the ground. The control scheme files is kind of optional, but I use 360 control pad and this remaps the detonation to the 'X' button from RB as to not conflict with powers. I haven't figured out how to rebind the key for PC, so it overlaps the power use button.
Plus or minus on way satchels work compared to previous games, explosions will cause the charges to detonate. This means you can link multiple together to create one very large explosion, but you will not be able to time multiple charges to send objects very very high in to the sky.
Thanks to IdolNinja for being awesome, Volition for the game, and Minimaul for the tools
Update 0.5 - Removed flags to display reserve ammo and the detonator in offhand as reserve ammo is no longer used and just reports bad info and the offhand detonator was out of place. Add ammo.xtbl and increased capacity from 4 to 12.
Update 0.51 - Had forgotten to test Vehicle support, works well, had to assign the Offhand grenade explosion to something for detonation to work, assigned to Right Stick for 360 pad overlapping the car horn.
Update 0.6 - Thanks to IdolNinja for pointing out the animation tables had to be in tables folder, this fixes the animation for females.
Update 0.61 - Just refreshed the weapons_costume.xtbl with latest patch as of 9/16/13.
Details of files changed are in the readme so you can tweak your own files to be compatible with other mods.
Work in progress thread is http://www.saintsrowmods.com/forum/threads/satchel-charges.4359/
by Lenankamp


So this adds Satchel Charges as an explosive at Friendly Fire. It's currently using the RPG explosions, and RPG explosion upgrades. The satchel is in a bad position, but the projectile itself is great. It seems to have a way too much mass and causes cars to sink in to the ground. The control scheme files is kind of optional, but I use 360 control pad and this remaps the detonation to the 'X' button from RB as to not conflict with powers. I haven't figured out how to rebind the key for PC, so it overlaps the power use button.
Plus or minus on way satchels work compared to previous games, explosions will cause the charges to detonate. This means you can link multiple together to create one very large explosion, but you will not be able to time multiple charges to send objects very very high in to the sky.
Thanks to IdolNinja for being awesome, Volition for the game, and Minimaul for the tools
Update 0.5 - Removed flags to display reserve ammo and the detonator in offhand as reserve ammo is no longer used and just reports bad info and the offhand detonator was out of place. Add ammo.xtbl and increased capacity from 4 to 12.
Update 0.51 - Had forgotten to test Vehicle support, works well, had to assign the Offhand grenade explosion to something for detonation to work, assigned to Right Stick for 360 pad overlapping the car horn.
Update 0.6 - Thanks to IdolNinja for pointing out the animation tables had to be in tables folder, this fixes the animation for females.
Update 0.61 - Just refreshed the weapons_costume.xtbl with latest patch as of 9/16/13.
Details of files changed are in the readme so you can tweak your own files to be compatible with other mods.
Work in progress thread is http://www.saintsrowmods.com/forum/threads/satchel-charges.4359/
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