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Solved Anyone got the mod that kills evryone when

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mad dog luciano

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U shoot a rpg in the sky??
 
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I don't mod the ISO at all but it seems like that would have something to do with the damage radius or something. Weren't the files regarding explosions and weapons patched already?
 
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mad dog luciano

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I don't mod the ISO at all but it seems like that would have something to do with the damage radius or something. Weren't the files regarding explosions and weapons patched already?
No im using both weapon and explosion mods right now lol
 
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Try messing with some of these radius values, and the corresponding damage values. See if changes you make will have any effects. Trial and error.

Code:
<Item>
	  <name>EXP_TAG_ROCKET</name>
	  <damageAtCentre value="500.000000" />
	  <damageAtEdge value="50.000000" />
	  <networkPlayerModifier value="2.000000" />
	  <networkPedModifier value="1.000000" />
	  <endRadius value="5.000000" />
	  <initSpeed value="25.000000" />
	  <decayFactor value="-1.000000" />
	  <forceFactor value="80.000000" />
	  <fRagdollForceModifier value="0.001400" />
	  <fSelfForceModifier value="1.000000" />
	  <directedWidth value="0.000000" />
	  <directedLifeTime value="0.000000" />
	  <camShakeName>GAMEPLAY_EXPLOSION_SHAKE</camShakeName>
	  <camShake value="0.700000" />
	  <camShakeRollOffScaling value="1.000000" />
	  <shockingEventVisualRangeOverride value="-1.000000" />
	  <shockingEventAudioRangeOverride value="-1.000000" />
	  <minorExplosion value="false" />
	  <vfxTagHashName>EXP_VFXTAG_ROCKET</vfxTagHashName>
	  <fragDamage value="1500.000000" />
	  <bAppliesContinuousDamage value="false" />
	  <bPostProcessCollisionsWithNoForce value="true" />
	  <bDamageVehicles value="true" />
	  <bDamageObjects value="true" />
	  <bOnlyAffectsLivePeds value="false" />
	  <bIgnoreExplodingEntity value="false" />
	  <bNoOcclusion value="false" />
	  <explodeAttachEntityWhenFinished value="false" />
	  <bCanSetPedOnFire value="true" />
	</Item>
 
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mad dog luciano

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Try messing with some of these radius values, and the corresponding damage values. See if changes you make will have any effects. Trial and error.

Code:
<Item>
	  <name>EXP_TAG_ROCKET</name>
	  <damageAtCentre value="500.000000" />
	  <damageAtEdge value="50.000000" />
	  <networkPlayerModifier value="2.000000" />
	  <networkPedModifier value="1.000000" />
	  <endRadius value="5.000000" />
	  <initSpeed value="25.000000" />
	  <decayFactor value="-1.000000" />
	  <forceFactor value="80.000000" />
	  <fRagdollForceModifier value="0.001400" />
	  <fSelfForceModifier value="1.000000" />
	  <directedWidth value="0.000000" />
	  <directedLifeTime value="0.000000" />
	  <camShakeName>GAMEPLAY_EXPLOSION_SHAKE</camShakeName>
	  <camShake value="0.700000" />
	  <camShakeRollOffScaling value="1.000000" />
	  <shockingEventVisualRangeOverride value="-1.000000" />
	  <shockingEventAudioRangeOverride value="-1.000000" />
	  <minorExplosion value="false" />
	  <vfxTagHashName>EXP_VFXTAG_ROCKET</vfxTagHashName>
	  <fragDamage value="1500.000000" />
	  <bAppliesContinuousDamage value="false" />
	  <bPostProcessCollisionsWithNoForce value="true" />
	  <bDamageVehicles value="true" />
	  <bDamageObjects value="true" />
	  <bOnlyAffectsLivePeds value="false" />
	  <bIgnoreExplodingEntity value="false" />
	  <bNoOcclusion value="false" />
	  <explodeAttachEntityWhenFinished value="false" />
	  <bCanSetPedOnFire value="true" />
	</Item>
I would if i knew wot any of this stuff did lol
 
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TRGDKF

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Even i know what those does and i mod very little. :biggrin:

E: Try to change damage and radius first then test
E2:

<damageAtCentre value="500.000000" />
<damageAtEdge value="50.000000" />
<endRadius value="5.000000" />
 
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mad dog luciano

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cheers guys
 
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