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

##

- **DBJ87**
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   9 years 4 months ago - 9 years 4 months ago [\#5692](#5692) by DBJ87  Replied by *DBJ87* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=20#5692 "[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: 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.

Thank you, I'll start making the changes.

In my opinion, Auto-aim might cause some problems, but mostly with enemies on lower levels to the Player. Best example, Demons that are placed in trenches, the grenades might explode underneath the player if they are aimed too low down (like firing a rocket launcher too close to the edge) but that's easily avoided if the player just steps away from the edge of the current platform they are standing on, this is also where Secondary fire is more useful, because it's already thrown at full speed, so if you are at a flat angle (straight ahead, no target) it lands far enough to avoid damaging the player. It does also make hitting flying enemies a bit harder.

But, I will change the Flag to -NoAutoAim &amp; let the user decide whether to keep it off or test it turned on. It's been turned off as Grenades tend to travel farther when you are tilting upwards &amp; just offers a bit more control on how you'll throw it, but I play with a control pad &amp; use free look not a keyboard.

But I can see how it's not fairly put together if it benefits one &amp; not the other.

[Update]
The updated version is now online, Auto-Aim is on, but as expected, it now is a bit harder to hit flying targets. Acting more like a short range Grenade Launcher. But in a way, this might be a good thing as it doesn't overwrite the need for the Rocket Launcher (which travels upward easier &amp; farther). I don't think a Max Projectile speed higher than 30 would be fair or realistic. It's proven to be a decent enough weapon for targets on the same level, slightly higher or lower than the player, with or without Auto-Aim on/off. And users can just turn the Auto-Aim off if they wish, but it will only really benefit those with Freelook settings &amp; who use a Key &amp; Mouse or a Control Pad to aim with.

 Last edit: 9 years 4 months ago by DBJ87. Reason: New Update added

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   9 years 4 months ago [\#5701](#5701) by Blue Shadow  Replied by *Blue Shadow* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=20#5701 "[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")*

 Hmm, with autoaim allowed, it doesn't seem that useful. To even hit a flying target, it needs to be closer to the ground and to you, which puts you at risk of being blown up. The weapon is still useful without autoaim. If the player wants to attack flying monsters, they should switch to another weapon, I guess.

It looks like you're going to have to upload an updated version with autoaim disabled, I'm afraid (sorry for the trouble).

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   9 years 4 months ago [\#5702](#5702) by MagicWazard  Replied by *MagicWazard* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=20#5702 "[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 think I might like these better than Froon's hand grenades; they're less floaty and easier to control. I would personally use these with autoaim to these myself, flying monsters be damned, but I get the argument keep autoaim disabled.

One thing: when you run out of ammo, you'll still see the hand holding a grenade. You could maybe use A_JumpIfNoAmmo to go to an alternate grenade-less state when you're out of grenades.

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   9 years 4 months ago - 9 years 4 months ago [\#5707](#5707) by DBJ87  Replied by *DBJ87* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=20#5707 "[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: It looks like you're going to have to upload an updated version with autoaim disabled, I'm afraid (sorry for the trouble).

No problem, it was worth testing to be sure, to be sure. Thank you for the feedback ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")
> MagicWazard wrote: One thing: when you run out of ammo, you'll still see the hand holding a grenade. You could maybe use A\_JumpIfNoAmmo to go to an alternate grenade-less state when you're out of grenades.

I've uploaded it with an attempted reload check, but it doesn't seem to be working. It returns to Ready State instead of jumping. If any reload check is added at the "Ready" state, it keeps looping lowering the weapon when it's got no ammo. It lowers fine when jumping to "Deselect" but not the new setting I've added. Not sure what to do.

[Edit]
Since uploading I have also tried, adding an Inventory Item (given after Grenades are thrown) that should jump from Deselect to "Deselect2" but that failed to work. Item was given after the grenade was thrown (during the end of Fire sequence before taking the speed charge item) &amp; taken while a new Grenade was being set (just after pressing Fire or Alt Fire). It added &amp; removed itself like was supposed to, but the weapon still never jumped to the extra deselection added (An A_JumpIfInventory set up was added in Deselect &amp; where the final Reload check is placed).

The only other thing I can think of is following Froon's Decorate &amp; not show the Sprites when being switched out. Shown below (Taken from Xim's Submitted Hand Grenades). Code:

Deselect: NULL A 0 A_JumpIfInventory("HandGrenadeAmmo",1,2) NULL A 1 A_Lower Loop HNDG A 1 A_Lower Loop

[Edit]
Which seems to be working &amp; looking OK. Added with next update. ("NULL" is renamed to TNT1) Code:

Deselect: TNT1 A 0 A_JumpIfInventory("FragGrenadeAmmo",1,2) TNT1 A 1 A_Lower //Deselect With No Ammo Loop HGRN A 1 A_Lower //Deselect With Ammo Loop

-Frag Grenades are now also flagged as +Weapon.Explosive with an added kickback factor to knock enemies aside slightly on impact.

 Last edit: 9 years 4 months ago by DBJ87. Reason: Update &amp; Empty Ammo Issue fixed

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   9 years 4 months ago [\#5711](#5711) by Blue Shadow  Replied by *Blue Shadow* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=20#5711 "[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")*

 That seems to do it.

I've got nothing else to comment on, so the submission gets an 'OK' from me.

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   9 years 4 months ago [\#5713](#5713) by MagicWazard  Replied by *MagicWazard* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=20#5713 "[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'll give it a thumbs-up!

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy83Njgtc3VibWlzc2lvbi1mcmFnLWdyZW5hZGVzP3N0YXJ0PTIw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Blue Shadow**
- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg)
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   9 years 4 months ago [\#5716](#5716) by Blue Shadow  Replied by *Blue Shadow* on topic *[Hand Grenades](https://www.realm667.com/forum/closed-submissions/768-submission-frag-grenades?start=20#5716 "[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")*

 [ Added](http://www.realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/1903-frag-grenade)

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy83Njgtc3VibWlzc2lvbi1mcmFnLWdyZW5hZGVzP3N0YXJ0PTIw&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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