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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
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]
cis_weap_inf_pistol_incendiary_ord.odf
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]
com_weap_inf_pistol_incendiary.odf
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]
com_weap_inf_pistol_incendiary_ord.odf
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]
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?

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 12:32 pm
by THEWULFMAN
Thats becuase its not supported by that type of ord. In order to do this, you need to creat an invisible flamethrower that has the same distance of the blaster ord. then use it as a secondary ordance. MasterSietek I think made a rifle that poisns you. You mght be able to use that as a reference. I will try to find his weapons pack.

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 4:35 pm
by Marth8880
THEWULFMAN wrote:Thats becuase its not supported by that type of ord. In order to do this, you need to creat an invisible flamethrower that has the same distance of the blaster ord. then use it as a secondary ordance.
What do you mean? Explain.
THEWULFMAN wrote:MasterSietek I think made a rifle that poisns you. You mght be able to use that as a reference. I will try to find his weapons pack.
Great, thanks.

EDIT:

Just because somebody said they were going to look for something doesn't mean the problem is solved, so do not go thinking it is; instead, help out if you know.

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 4:49 pm
by THEWULFMAN
and THIS

Is the weapons pack.

I think the one you want to look at is called a poison rifle or something

The only way to light someone on fire, is by useing a ClassLabel = "emitterordnance"

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 6:38 pm
by kinetosimpetus
You could make a beacon, like an orbital strike grenade, that uses a short range emmiterordnance to set guys on fire.

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 7:13 pm
by THEWULFMAN
kinetosimpetus wrote:You could make a beacon, like an orbital strike grenade, that uses a short range emmiterordnance to set guys on fire.

That would prob work best :P

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 9:11 pm
by Marth8880
kinetosimpetus wrote:You could make a beacon, like an orbital strike grenade, that uses a short range emmiterordnance to set guys on fire.
I have no idea how to do that. Elaborate, please.


EDIT:

Alright, so I got the whole gradual damage from the fire thing working by utilizing the poison dart rifle assets, but the smolder effect is still poison buff...but I want the fire smolder effect, since fire isn't poisonous. (hurr)

cis_weap_inf_pistol_incendiary_ord.odf
Hidden/Spoiler:
[code][OrdnanceClass]

ClassParent = "com_weap_inf_buff_fire_ord"

[Properties]
Radius = "0" // sphere used for finding the targets
ConeLength = "300" // cone not used for finding the targets
MaxTargets = "1"

ConeAngle = "1.5"
FirstRadius = "1.0"
DebuffDamageTimer = "10"
DebuffDamageRate = "50"

AffectFriends = "0" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
ApplyOnOwnerIfOnOthers = "0"

PlayEffectOnOwner = ""

SmolderEffectTimer = "6.5"

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"[/code]
cis_weap_inf_pistol_incendiary_tracer.odf
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "254 6 18 100"
LightColor = "254 6 18 200"

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 = "25.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "5.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "70.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.2"
AnimalScale = "1.2"
DroidScale = "1.0"
BuildingScale = "0.1"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"


BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
com_weap_inf_buff_fire_ord.odf
Hidden/Spoiler:
[code][OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets

ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker
ApplyOnOwnerIfOnOthers = "1"

VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

//BuffDefenseTimer = "20"
//BuffDefenseMult = "0.3"
//BuffHealthTimer = "0"
//BuffHealthRate = "0"
//DebuffDamageTimer = "40"
//DebuffDamageRate = "500"
//BuffOffenseTimer = "20"
//BuffOffenseMult = "1.5"

//Damage = "0" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
//MaxDamage = "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
//Push = "7.0"

//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit[/code]

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 9:20 pm
by AQT

Code: Select all

DebuffDamageTimer = "10"
DebuffDamageRate = "50"
These lines by default use the poison effect. However:

Code: Select all

SmolderEffectTimer = "6.5"
along with:

Code: Select all

SmolderDamageRate = "X"
will utilize the folllowing lines:

Code: Select all

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"
So just don't use the debuff lines.

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 9:35 pm
by Marth8880
I deleted the debuff lines and added:

Code: Select all

SmolderDamageRate  = "14.0"
under:

Code: Select all

SmolderEffectTimer = "5.0"
but nothing is different.

cis_weap_inf_pistol_incendiary_ord.odf

Code: Select all

[OrdnanceClass]

ClassParent        = "com_weap_inf_buff_fire_ord"

[Properties]
Radius             = "0" // sphere used for finding the targets
ConeLength          = "300" // cone not used for finding the targets
MaxTargets          = "1"  

ConeAngle           = "1.5"
FirstRadius         = "1.0"

AffectFriends = "0"  // default is 1. should the ordnance affect friends. 
AffectEnemies = "1"  // default is 1. should the ordnance affect enemies. 
ApplyOnOwnerIfOnOthers = "0"

PlayEffectOnOwner = ""

SmolderEffectTimer = "5.0"
SmolderDamageRate  = "14.0"

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"

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 9:38 pm
by THEWULFMAN
I think the common buff ord is the issue there :? I think it has the debuff timer in there, idk :?

Re: Ordnance that ignites enemies?

Posted: Sun Mar 27, 2011 9:41 pm
by Marth8880
THEWULFMAN wrote:I think the common buff ord is the issue there :? I think it has the debuff timer in there, idk :?
Yes, but all of the debuff timer code is commented out! This does not make any sense.

Re: Ordnance that ignites enemies?

Posted: Mon Mar 28, 2011 6:13 am
by Snork
I don't think you can do it without using an emitterordnance. :/

Re: Ordnance that ignites enemies?

Posted: Mon Mar 28, 2011 6:22 pm
by Marth8880
Snork wrote:I don't think you can do it without using an emitterordnance. :/
Woops, I forgot to post my updated files! :lol:


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"
SecondaryOrdnanceName = "cis_weap_inf_pistol_incendiary_tracer"
SecondaryOrdnancePeriod = 1.0

//******************************************************
//*************** 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]
cis_weap_inf_pistol_incendiary_ord.odf
Hidden/Spoiler:
[code][OrdnanceClass]

ClassParent = "com_weap_inf_buff_fire_ord"

[Properties]
Radius = "0" // sphere used for finding the targets
ConeLength = "300" // cone not used for finding the targets
MaxTargets = "1"

ConeAngle = "1.5"
FirstRadius = "1.0"

AffectFriends = "0" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
ApplyOnOwnerIfOnOthers = "0"

PlayEffectOnOwner = ""

SmolderEffectTimer = "5.0"
SmolderDamageRate = "14.0"

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"[/code]
cis_weap_inf_pistol_incendiary_tracer.odf
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "254 6 18 100"
LightColor = "254 6 18 200"

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 = "25.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "5.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "70.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.2"
AnimalScale = "1.2"
DroidScale = "1.0"
BuildingScale = "0.1"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"


BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
com_weap_inf_pistol_incendiary.odf
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]
com_weap_inf_pistol_incendiary_ord.odf
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "emitterordnance"

[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]
com_weap_inf_buff_fire_ord.odf
Hidden/Spoiler:
[code][OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets

ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker
ApplyOnOwnerIfOnOthers = "1"

VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"[/code]