Ordnance that ignites enemies?
Posted: Sun Mar 27, 2011 12:28 pm
by Marth8880
I am trying to figure out how to make enemies catch on fire when hit by normal laser bolt ordnance. I already know about this thread, but it's not very helpful for my situation. The problem I'm having is getting the enemies to catch on fire and be gradually hurt by it.
cis_weap_inf_pistol_incendiary.odf
cis_weap_inf_pistol_incendiary_ord.odf
com_weap_inf_pistol_incendiary.odf
com_weap_inf_pistol_incendiary_ord.odf
As you may have noticed, I tried inserting part of Jango's flamethrower ordnance ODF into my weapon's com_... ODF, but nothing changes in-game. It's like the inserted code just exists there, ignored, unused. What is wrong?
cis_weap_inf_pistol_incendiary.odf
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_pistol_incendiary"
GeometryName = "cis_weap_inf_pistol.msh"
[Properties]
GeometryName = "cis_weap_inf_pistol"
HighResGeometry = "cis_1st_weap_inf_pistol"
OrdnanceName = "cis_weap_inf_pistol_incendiary_ord"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "cis_weap_inf_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"[/code]
ClassParent = "com_weap_inf_pistol_incendiary"
GeometryName = "cis_weap_inf_pistol.msh"
[Properties]
GeometryName = "cis_weap_inf_pistol"
HighResGeometry = "cis_1st_weap_inf_pistol"
OrdnanceName = "cis_weap_inf_pistol_incendiary_ord"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "cis_weap_inf_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"[/code]
Hidden/Spoiler:
[code][OrdnanceClass]
ClassParent = "com_weap_inf_pistol_incendiary_ord"
[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "254 6 18 100"
LightColor = "254 6 18 200"[/code]
ClassParent = "com_weap_inf_pistol_incendiary_ord"
[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "254 6 18 100"
LightColor = "254 6 18 200"[/code]
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "cannon"
[Properties]
ScoreForMedalsType = 0
MedalsTypeToLock = 0
AnimationBank = "pistol"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "16"
MaxRange = "24"
LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"
YawSpread = "0.4"
PitchSpread = "0.4"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
HeatPerShot = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"
DisplayRefire = "0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
FirePointName = "hp_fire"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"[/code]
ClassLabel = "cannon"
[Properties]
ScoreForMedalsType = 0
MedalsTypeToLock = 0
AnimationBank = "pistol"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "16"
MaxRange = "24"
LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"
YawSpread = "0.4"
PitchSpread = "0.4"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
HeatPerShot = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"
DisplayRefire = "0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
FirePointName = "hp_fire"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"[/code]
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserLength = "0.75"
LaserWidth = "0.05"
GlowLength = "0.75"
BlurLength = "0.75"
LightRadius = "4.0"
GlowLength = "3"
BlurLength = "5"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
LifeSpan = "0.8"
Velocity = "200.0"
MaxDamage = "45.0" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.2"
DroidScale = "1.0"
BuildingScale = "0.1"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "27.5" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
ClassLabel = "bolt"
[Properties]
LaserLength = "0.75"
LaserWidth = "0.05"
GlowLength = "0.75"
BlurLength = "0.75"
LightRadius = "4.0"
GlowLength = "3"
BlurLength = "5"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
LifeSpan = "0.8"
Velocity = "200.0"
MaxDamage = "45.0" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.2"
DroidScale = "1.0"
BuildingScale = "0.1"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "27.5" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]