#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[Submission\] Frag Grenades

##

- **wildweasel**
- ![wildweasel's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar307.png)
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   9 years 11 months ago [\#4591](#4591) by wildweasel  Replied by *wildweasel* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#4591 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

 Please read my credits; I did not make the sprites for this and I am not the person whose permission you need for them.

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   9 years 11 months ago - 9 years 11 months ago [\#4624](#4624) by DBJ87  Replied by *DBJ87* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#4624 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

 Updated with some improvements. But, it's still a bit buggy.

Problems I've noticed are:
-Placement of Reload Check might need to be changed.

Biggest problem is if you are playing in a resolution higher than 800 x 600, you will might start to notice the Marine's Arm has a gap at the far right the screen as the Alternative Fire is used. This is due to the sprites being set at default retrospect offset and I will try to be change this for those who do play with a larger screen resolution (as I do), so fixing this is with further changes is something I intend to try to do without cutting the arm off the screen completely (which has happened when issues like this have appeared with other projects).

[Edit]
Offset issue with screen resolutions is now fixed. The problem with the Reload check is that it automatically lowers the weapon (so it looks like there is still something left, even though it's empty). I know, that is Doom's default behaviour but if there is anyway alter it, I'd be happy to try it.

Apart from that, problem I'd like some feedback on the sprites &amp; attacks. If a Secondary fire still isn't needed, I'll remove it.

 Last edit: 9 years 11 months ago by DBJ87. Reason: "Biggest Problem" fixed.

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- **NourPrince**
- ![NourPrince's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar1675.jpg)
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   9 years 11 months ago [\#4650](#4650) by NourPrince  Replied by *NourPrince* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#4650 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

> DBJ87 wrote:
>
> > NourPrince wrote: It acts familiar to the grenade in Zero Prophet, but, meh. Needs a bit of nerf though.
>
>
> Never heard of Zero Prophet.
>
> Until I can get approval to continue this. I apparently can't do anything else to it for online submission, I won't upload any further changes until I'm told I can or it is OK to. But, I will continue working on what I had planned to add now, which will take some time to do anyway, then we'll have to wait until I get an answer.

Did I said Zero Prohpet? I meant Zero Tolerance. How derp am I. ![:\](https://www.realm667.com/irritated.gif ":\")

Anyways.

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   9 years 9 months ago [\#4912](#4912) by Dreadopp  Replied by *Dreadopp* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#4912 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

 I don't think the explosion sprites really fit with the size of the radius these grenades produce. The radius seems pretty big overall.

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   9 years 9 months ago [\#5021](#5021) by DBJ87  Replied by *DBJ87* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#5021 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

> Dreadopp wrote: I don't think the explosion sprites really fit with the size of the radius these grenades produce. The radius seems pretty big overall.

Yeah, I agree with you. Going to either change the explosion sprites or have them spawn separately when the grenade explodes so the won't be scaled down with the thrown Grenade Sprites. will scale down the blast radius &amp; remove any unneeded sounds on the grenade too, just leave the fire, bounce &amp; explosion sounds in.

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   9 years 9 months ago [\#5022](#5022) by MagicWazard  Replied by *MagicWazard* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#5022 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

> DBJ87 wrote: Yeah, I agree with you. Going to either change the explosion sprites or have them spawn separately when the grenade explodes so the won't be scaled down with the thrown Grenade Sprites. will scale down the blast radius &amp; remove any unneeded sounds on the grenade too, just leave the fire, bounce &amp; explosion sounds in.

There is an action function called [ A\_SetScale()](http://zdoom.org/wiki/A_SetScale); using this will prevent you from having to change the sprites OR spawn them in a separate actor.

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   9 years 4 months ago [\#5670](#5670) by Blue Shadow  Replied by *Blue Shadow* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#5670 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

 Is this finished and ready for review?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy83Njgtc3VibWlzc2lvbi1mcmFnLWdyZW5hZGVzP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   9 years 4 months ago - 9 years 4 months ago [\#5682](#5682) by DBJ87  Replied by *DBJ87* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#5682 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

> Blue Shadow wrote: Is this finished and ready for review?

Yes, but if there's anything that should be looked into, I'll see if I can fix it. If everyone is OK with it's current set up, I'll leave it as it is. It's been a while since I've taken a look at this &amp; have replaced some of the bounce factor &amp; time limit with recent changes that seem to working OK on the offline version.

I'm trying not to make a carbon copy of Xim &amp; Froon's Hand Grenades (where cooking them is the only way to make them effective, because they tend to hover if you don't hold the trigger down) but I will retry &amp; look into that again if anybody wants me to (but my computer or GZDoom crashed everytime, last time I tried this).

[Edit]
Not uploaded yet, but after commenting earlier, I decided to have a go at the cooking system again (to see if it would work better with this &amp; to see if I can actually do it myself) &amp; have managed to get a stable Grenade Cook set up (based off Xim &amp; Froon's Grenades) underway, figured out one of the reasons that was causing crash problems.

With this added, Primary &amp; Secondary Grenade firing modes do have a more diverse speed &amp; distance set up so Secondary might be taken out as the projectile's speed affects bouncing more now with this in place. The Grenades don't float or hover at slower speeds, they'll roll across the floor ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Any feedback on the current submission would be useful.

 Last edit: 9 years 4 months ago by DBJ87.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy83Njgtc3VibWlzc2lvbi1mcmFnLWdyZW5hZGVzP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   9 years 4 months ago [\#5686](#5686) by DBJ87  Replied by *DBJ87* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#5686 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

 Currently there are 2 files in one submission for comparison. I will delete the Version Administration or other users feels isn't the better version &amp; will probably (as there already is a "Hand Grenades" File on Realm667) change it's name to "Frag Grenades". Version 2 has currently covered the basics on what has been suggested (mostly variation with speed &amp; aiming) by following a similar pattern to the Hand Grenades already submitted (can charge the grenade's to increase distance &amp; speed) along with the Grenade Idea I had (to throw a fast projectile that will sit &amp; explode instead of bouncing erratically).

It's not perfect (but it's got the basics working &amp; something had to be done to add some variety). Hopefully the new Version offers more than the other does. Looking forward to suggestions or feedback on improving either &amp; which one should stay &amp; which one should go. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy83Njgtc3VibWlzc2lvbi1mcmFnLWdyZW5hZGVzP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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   9 years 4 months ago [\#5689](#5689) by Blue Shadow  Replied by *Blue Shadow* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=10#5689 "[INFO]

Name: Frag Grenade
Class: Level 5
Type: Projectile, Explosive
Palette: PNG Palette
Summon: FragGrenade
Ammotype: FragGrenadeAmmo
AltFire: Yes

[CREDITS]
Submitted: DBJ87
Decorate: DBJ87
Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox)
Sprite Edit: Kronos, DBJ87
Sounds: Id Software (Doom 3), Froon
Idea Base: Doom 3, Extra Grenades or Mines thrown by hand instead of fired from a gun.

I only take credit for:
-Weapon's Decorate
-Additional Ammo created & Dropped Weapon as Ammo set up.

Thank you to Skelegant for Additional Sprite Resources.
Thank you to Wild Weasel for helping me find the right people to credit for Sprites.
Thank you to Blue Shadow, DreadOpp, MagicWazard & NourPrince for Feedback.

Cooking Grenade set-up based off of the Hand Grenades submitted to Realm667. Decorate created by Froon & submitted by Xim.

[DESCRIPTION]
//Frag Grenades
Standard issue UAC Infantry Frag Grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly & dealing moderate damage to tougher enemies. You can take advantage of various throwing distances, bouncing the grenades off walls or the floor, as well as throwing the grenade at full speed and with little bounce, adding a faster, less accurate attack, causing the grenades to explode quickly after landing, almost acting as a timed mine.

//Firing Modes
Primary Fire has a better offence at enemies at long distance, you can "cook" the grenades increasing Speed & distance the longer the Primary Fire is held. Cooking the Grenades will also help with accuracy.

Secondary Fire instantly throws a Grenade at full speed that doesn't bounce as much as the Primary Firing Mode. It is an effective, fast attack & acts as a timed mine.

//Auto-Aim Flags
Tested under GZDoom's free look settings switched on with Auto Aim flags on & off.

Changing -NoAutoAim to +AutoAim on drastically restricts the weapon's distance & ability to hit targets above the player on high platforms & is almost impossible to hit flying enemies without closing in on them which usually results in damaging yourself in the process & when the grenade explodes.

"Smart Auto-Aiming" won't change the behaviour of the thrown Grenade, so they can be thrown in all directions freely, the distance thrown depends on the Player's Angle (tilt upward it will travel farther) & if using Primary how long you cook the grenade (although it charges to full speed quickly & is added mainly for aim assistance.

[UPDATES]

20/03/17 //Version 2 Update
-Have had to make the Weapon's "GrenSpeed" (the speed increase factor for Primary Fire) an Inventory Item* to stop giving the player unlimited Primary or Secondary Grenades. Ammo was originally taken by scripted action but after further testing, it has failed to stop you running out of ammo.
*Because of this you can't see the charge level number. But it rises fast & isn't a huge problem at the moment.
-Reload Check on Raising Weapon removed (it raised, then deselected, slowing down weapon scrolling time) it will still swap out when you try firing but you have no Grenades.

20/03/17
-Renamed to Frag Grenades (Originally Hand Grenades)
-Decorate layout modified. (Presentation)
-Auto-Aim is now enabled, for testing purposes & user feedback.
-Grenades give +1 Ammo if a single Grenade is picked up.

21/03/17
-Auto-Aim is disabled. With notes about the restrictions it created added to INFO.
-Fixed an issue with presentation, weapon selection (when empty) & automatic deselection with no grenades left.
-You should now, not be raising the weapon until more ammo is collected.
-You should not be seeing the Player lowering any weapon when deselecting if there is no Grenades left.
-Weapon Flagged as an Explosive.
-Grenades have an extra kickback added, knocking targets back slightly or blasting weaker enemies aside (crowd control).

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/aeouq4hk44dsb2h/Frag_Grenades.zip")*

 Giving the player a little control is not a bad thing, so I'd go with v2. Overall, the weapon seems solid.

Now, is allowing autoaim is going to cause a problem? If not, I'd suggest allowing it. Name-wise, yes, it needs to be renamed.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy83Njgtc3VibWlzc2lvbi1mcmFnLWdyZW5hZGVzP3N0YXJ0PTEw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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