Axe.odf problem
Posted: Fri Nov 26, 2010 10:09 am
by acryptozoo
i was adding a geonosain with an vibro axe to my local side but
ingame it showsn up with the axe but it does no damage at all
any ideas on whats wrong
thanks in advance
tat_vibro_ax.odf
and if nesissary my units odf
EDIT: i found out they kill Ai with ease
but they only can kill humans from behind
ingame it showsn up with the axe but it does no damage at all
any ideas on whats wrong
thanks in advance
tat_vibro_ax.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "melee"
GeometryName = "tat_vibro_ax.msh"
[Properties]
GeometryName = "tat_vibro_ax"
ComboAnimationBank = "human_sabre melee gam_inf_axe"
DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
FirePointName = "hp_fire2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"
LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"
HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"
HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2
ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
ClassLabel = "melee"
GeometryName = "tat_vibro_ax.msh"
[Properties]
GeometryName = "tat_vibro_ax"
ComboAnimationBank = "human_sabre melee gam_inf_axe"
DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
FirePointName = "hp_fire2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"
LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"
HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"
HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2
ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "gen_inf_geonosian.msh"
[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
//this keeps the player from entering first person with this char
forcemode = 1
Label = "AgroGeonosian"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "gen_inf_geonosian"
GeometryLowRes = "gen_inf_geonosian_low1"
SkeletonName = "geo"
SkeletonLowRes = "geolz"
ControlSpeed = "jet 1.50 1.25 1.25"
JetDuration = "6000.0" //The duration of the jet push, until its turned off
JetJump = "8.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "geo_wingsfly"
JetType = "hover"
JetFuelRechargeRate = "0.03" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.2" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.3" //minimum fuel to perform a jet jump(fuel is 0 to 1)
IgnoreHintNodes = 1
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.6 0.0"
TrackCenter = "0.0 1.6 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.25 3.0"
TiltValue = "10"
MaxHealth = 100.0
Acceleraton = 30.0
MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 2.25
WeaponName1 = "tat_vibro_ax"
WeaponAmmo1 = 0
CollisionScale = "0.0 0.0 0.0"
NoEnterVehicles = 1
HurtSound = "geo_inf_hurt"
DeathSound = "geo_inf_die"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
WaterWadingSound = ""
ShockFadeOutTime = ""
ShockFadeOutGain = ""
ShockFadeInTime = ""
ShockSound = ""
RollSound = ""
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ""
EngineSound = "geo_inf_fly_parameterized"
TurnOnSound = ""
TurnOffSound = ""
FoleyFXClass = "cis_inf_droid"
AISizeType = "HOVER"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.20
ClassLabel = "soldier"
GeometryName = "gen_inf_geonosian.msh"
[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
//this keeps the player from entering first person with this char
forcemode = 1
Label = "AgroGeonosian"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "gen_inf_geonosian"
GeometryLowRes = "gen_inf_geonosian_low1"
SkeletonName = "geo"
SkeletonLowRes = "geolz"
ControlSpeed = "jet 1.50 1.25 1.25"
JetDuration = "6000.0" //The duration of the jet push, until its turned off
JetJump = "8.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "geo_wingsfly"
JetType = "hover"
JetFuelRechargeRate = "0.03" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.2" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.3" //minimum fuel to perform a jet jump(fuel is 0 to 1)
IgnoreHintNodes = 1
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.6 0.0"
TrackCenter = "0.0 1.6 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.25 3.0"
TiltValue = "10"
MaxHealth = 100.0
Acceleraton = 30.0
MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 2.25
WeaponName1 = "tat_vibro_ax"
WeaponAmmo1 = 0
CollisionScale = "0.0 0.0 0.0"
NoEnterVehicles = 1
HurtSound = "geo_inf_hurt"
DeathSound = "geo_inf_die"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
WaterWadingSound = ""
ShockFadeOutTime = ""
ShockFadeOutGain = ""
ShockFadeInTime = ""
ShockSound = ""
RollSound = ""
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ""
EngineSound = "geo_inf_fly_parameterized"
TurnOnSound = ""
TurnOffSound = ""
FoleyFXClass = "cis_inf_droid"
AISizeType = "HOVER"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.20
but they only can kill humans from behind