The Dispenser
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"
[Properties]
//HUDTag = "com_weap_inf_dropturret"
OrdnanceName = "cov_weap_inf_deployable_shield"
RoundsPerClip = "1"
ReloadTime = "1.25"
//AnimationBank = "grenade"
OffhandWeapon = 1
TrackingSound = ""
ShotDelay = "0.0"
MaxItems = "4.0"
AutoAimSize = "1.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5"
MinStrength = "0.3"
MaxStrength = "0.4"
//MaxPressedTime = "1.5"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireSound = ""
ReloadSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"[/code]
ClassLabel = "dispenser"
[Properties]
//HUDTag = "com_weap_inf_dropturret"
OrdnanceName = "cov_weap_inf_deployable_shield"
RoundsPerClip = "1"
ReloadTime = "1.25"
//AnimationBank = "grenade"
OffhandWeapon = 1
TrackingSound = ""
ShotDelay = "0.0"
MaxItems = "4.0"
AutoAimSize = "1.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5"
MinStrength = "0.3"
MaxStrength = "0.4"
//MaxPressedTime = "1.5"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireSound = ""
ReloadSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"[/code]
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "destructablebuilding"
GeometryName = "cov_deployable_shield.msh"
[Properties]
GeometryName= "cov_deployable_shield"
//DestroyedGeometryName= ""
ExplosionName = "cov_weap_inf_deployable_shield_exp"
MaxShield = 500
MaxHealth= 1.0
Lifetime= 30.0
HideHealthBar= 1
FoleyFXGroup = "metal_foley"[/code]
ClassLabel = "destructablebuilding"
GeometryName = "cov_deployable_shield.msh"
[Properties]
GeometryName= "cov_deployable_shield"
//DestroyedGeometryName= ""
ExplosionName = "cov_weap_inf_deployable_shield_exp"
MaxShield = 500
MaxHealth= 1.0
Lifetime= 30.0
HideHealthBar= 1
FoleyFXGroup = "metal_foley"[/code]
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(592)
Building "cov_weap_inf_deployable_shield" not built: "ALL YOUR MODEL ARE BELONG TO US."[/code]
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(592)
Building "cov_weap_inf_deployable_shield" not built: "ALL YOUR MODEL ARE BELONG TO US."[/code]


