Author Topic: Question about grenade priming and timing with "explode on contact"  (Read 4972 times)

Offline ivandogovich

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I have grenades explode on contact setting enabled. 

In the video below, I have a blasterPack (which is a mod that merges a blaster bomb and an HE Pack) that I set for a time of "2."   https://youtu.be/JtBQs0S9_zA?t=22m09s  (this occurs during Xcom turn 6)

On the next turn, I set it down, and run away.  I expect that it will explode two turns later.  https://youtu.be/JtBQs0S9_zA?t=24m17s
(this occurs during Xcom turn 7)

However, when I hit end turn, it immediately explodes. https://youtu.be/JtBQs0S9_zA?t=24m39s  (this occurs at the end of Xcom turn 7)

Is this an effect of the "explode on contact" setting?  Do longer timings work at all?

Edit: When I take the next BlasterPack that I had primed for 2 as well (at the same time as the prior one), and toss it, it immediately explodes..... XD https://youtu.be/JtBQs0S9_zA?t=25m23s (this during Xcom turn 8 )

Cheers, Ivan :D
« Last Edit: December 12, 2014, 08:32:57 pm by ivandogovich »

Offline ivandogovich

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Re: Question about grenade priming and timing with "explode on contact"
« Reply #1 on: December 13, 2014, 05:54:10 am »
Jeez, Ivan.  Why don't you read the darn UfoPedia about grenades? https://www.ufopaedia.org/index.php?title=Grenade

Oh... the timer is for ever half turn. Ok. 

Ah... if the timer runs out while its in the inventory, it will go off when it touches the ground.   ...hm... makes sense.

Thanks!

Offline ivandogovich

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Re: Question about grenade priming and timing with "explode on contact"
« Reply #2 on: December 13, 2014, 06:22:16 am »
OK more research inspires more questions:

From the Options wiki page:
battleInstantGrenade   When enabled, grenades are "hot". This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.

How does this affect the timer?  are all the values decremented by one?

ie.

0=explode on contact
1=explode at end of player turn
2=explode at end of enemy turn
3=explode at end of next player turn.
etc

or does it simply mean that 0=instant explosion and the other vanilla values are still true, i.e. 1=end of enemy turn ?

Offline yrizoud

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Re: Question about grenade priming and timing with "explode on contact"
« Reply #3 on: December 13, 2014, 08:23:51 pm »
It only changes behavior of grenades which have 0 timer, so you can't set a grenade to explode at the end of your current turn.

Offline ivandogovich

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Re: Question about grenade priming and timing with "explode on contact"
« Reply #4 on: December 14, 2014, 05:05:57 pm »
It only changes behavior of grenades which have 0 timer, so you can't set a grenade to explode at the end of your current turn.
Thanks! :)