However my flamethrower keeps instakilling everything no matter how much I nerf it's damage.
weapon ODF:
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_flamethrower"
[Properties]
AnimationBank = "rifle"
OrdnanceName = "imp_weap_champion_flame_ord"
HeatRecoverRate = "0.15"
HeatThreshold = "0.01"
SalvoCount = "10"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"
TriggerSingle = "1"
ShotDelay = "0.1"
HeatPerShot = "0.32"
//MaxPressedTime = "2.25"
HUDTag = "hud_fireshot"
OffhandWeapon = 1
NoFirstPersonFireAnim = 1
// to make it work - Mike Z
FireAnim = 1
InitialSalvoDelay = "0.21" // 7 frames
InstantPlayFireAnim = 1
ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"
RoundsPerClip = "-1"
ReloadTime = "1.7"
ShotDelay = "0.41"
TriggerSingle = "1"
HeatRecoverRate = "0.32"
HeatThreshold = "0.20"
//HeatPerShot = "1.0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "flame_on"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
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]
ClassParent = "com_weap_inf_flamethrower"
[Properties]
AnimationBank = "rifle"
OrdnanceName = "imp_weap_champion_flame_ord"
HeatRecoverRate = "0.15"
HeatThreshold = "0.01"
SalvoCount = "10"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"
TriggerSingle = "1"
ShotDelay = "0.1"
HeatPerShot = "0.32"
//MaxPressedTime = "2.25"
HUDTag = "hud_fireshot"
OffhandWeapon = 1
NoFirstPersonFireAnim = 1
// to make it work - Mike Z
FireAnim = 1
InitialSalvoDelay = "0.21" // 7 frames
InstantPlayFireAnim = 1
ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"
RoundsPerClip = "-1"
ReloadTime = "1.7"
ShotDelay = "0.41"
TriggerSingle = "1"
HeatRecoverRate = "0.32"
HeatThreshold = "0.20"
//HeatPerShot = "1.0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "flame_on"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
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][OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "15"
ConeAngle = "45"
FirstRadius = "2.0"
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
//Explosion = "com_weap_inf_incinerator_exp"
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "5" // 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 = "5" // 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 = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//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
AffectFriends = "0" // 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 = "5.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = 6.0
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_l_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_r_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_smoke"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "15"
ConeAngle = "45"
FirstRadius = "2.0"
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
//Explosion = "com_weap_inf_incinerator_exp"
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "5" // 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 = "5" // 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 = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//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
AffectFriends = "0" // 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 = "5.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = 6.0
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_l_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_r_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_smoke"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]


