Edit: The latest and greatest on this modpack is now in "complete mods" here: https://openxcom.org/forum/index.php?topic=2789.0 ;)
I worked up a working FlashBang Grenade mod.
(https://i.imgur.com/jwsvYjv.png)
This uses the alternate graphics from FatRat's incendiary grenade mod, and the concept of the MedGas Grenade from Roxiz231.
It is unlocked via live alien research.
(https://i.imgur.com/T5XpVz9.png)
(https://i.imgur.com/qdsRLEH.png)
Feel free to give this a test, and use/mod/steal, as you like. It will become part of my Up Close and Personal compilation. :)
Cheers, Ivan :D
Any translation help is of course extremely welcome. ;)
Edit: V.04 is up with tidied up code and the new Improved Flashbang Grenade added into the mod.
1) Right, do not use handob reference <= 120, as there are 16 vanilla handobs defined, also the first 16x8 = 128 sprites are reserved for vanilla (from 0 to 127)
extraSprites:
- type: BIGOBS.PCK
files:
#60: Resources/Flashbang/Gasgrenade.png
100: Resources/Flashbang/Flashbang_Grenade.gif
- type: FLOOROB.PCK
files:
101: Resources/Flashbang/floorob_Flashbang_grenade.GIF
- type: HANDOB.PCK
width: 256
height: 40
subX: 32
subY: 40
files:
8: Resources/Flashbang/HandOb_Flashbang_Grenade.gif
So, except if you are intended to replace a vanilla handob (even in this case I would not proceed like this, but I will not explain because I am quite sure it is not your intention), use a handob > 150
As sprites number do not suffer of interference between two different mods (i.e. two ruleset), you can always make your handobs start from 150 (or 200 if you prefer)
Then you have to apply an increment of 8 between two handobs declared inside a same ruleset
And beware not to go over 1000
2) Then, be careful about case sensitive, especially regarding path and files
I can see Blabla.gif, BliBli.GIF, ...
If you want your mod to be usable by Linux users for example (there are many on this forum), it is recommended to be rigorous with filenames, and to pay attention when referencing them in your ruleset