all_weap_inf_invincibility
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_buff2"
[Properties]
OrdnanceName = "all_weap_inf_invincibility_ord"
FireSound = "all_buff_invuln_fire"
ClassParent = "com_weap_inf_buff2"
[Properties]
OrdnanceName = "all_weap_inf_invincibility_ord"
FireSound = "all_buff_invuln_fire"
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_buff2_ord"
[Properties]
BuffDefenseTimer = "30"
BuffDefenseMult = "200000000999999999999999999999999999999999999999999999999"
BuffHealthTimer = "30"
BuffHealthRate = "20000000009999999999999999999999999999999999999999999999999999"
PlayEffectOnOwner = "buffyah"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "0" // default is 1. should the ordnance affect enemies.
//OrdnanceSound = "buff_health_powerup"
ClassParent = "com_weap_inf_buff2_ord"
[Properties]
BuffDefenseTimer = "30"
BuffDefenseMult = "200000000999999999999999999999999999999999999999999999999"
BuffHealthTimer = "30"
BuffHealthRate = "20000000009999999999999999999999999999999999999999999999999999"
PlayEffectOnOwner = "buffyah"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "0" // default is 1. should the ordnance affect enemies.
//OrdnanceSound = "buff_health_powerup"
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
[Properties]
RoundsPerClip = "1"
ReloadTime = "10"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.01"
ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"
MinRange = "0"
OptimalRange = "5"
MaxRange = "10"
//Use the offhand shoot_secondary2 anim: (grenade throw, overridden by buff anim)
OffhandWeapon = "1"
FireAnim = "1"
InstantPlayFireAnim = "1"
//AnimationBank = "tool"
RefillFromItem = 0
TriggerSingle = "1"
ShotDelay = "1"
MaxPressedTime = "0.0"
PitchSpread = "0.5"
YawSpread = "0.5"
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"
LockOnRange = "30.0"
LockTime = "0.0"
AutoAimSize = "2.0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.4"
SalvoTime = "0.0"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
Firesound = "com_buff_fire"
ClassLabel = "cannon"
[Properties]
RoundsPerClip = "1"
ReloadTime = "10"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.01"
ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"
MinRange = "0"
OptimalRange = "5"
MaxRange = "10"
//Use the offhand shoot_secondary2 anim: (grenade throw, overridden by buff anim)
OffhandWeapon = "1"
FireAnim = "1"
InstantPlayFireAnim = "1"
//AnimationBank = "tool"
RefillFromItem = 0
TriggerSingle = "1"
ShotDelay = "1"
MaxPressedTime = "0.0"
PitchSpread = "0.5"
YawSpread = "0.5"
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"
LockOnRange = "30.0"
LockTime = "0.0"
AutoAimSize = "2.0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.4"
SalvoTime = "0.0"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
Firesound = "com_buff_fire"
Hidden/Spoiler:
[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 = "170" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker
ApplyOnOwnerIfOnOthers = "0"
VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
//BuffDefenseTimer = "30"
//BuffDefenseMult = "9999999999999999999999999999999999999999999999999999999999999999999999999999999999"
//BuffHealthTimer = "30"
//BuffHealthRate = "99999999999999999999999999999999999999999999999999999999999999999999999999999999"
//DebuffDamageTimer = "30"
//DebuffDamageRate = "99999999999999999999999999999999999999999999999999999999999999999999999999999999"
//BuffOffenseTimer = "30"
//BuffOffenseMult = "999999999999999999999999999999999999999999999999999999999999999999999999999999"
//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
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 = "170" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker
ApplyOnOwnerIfOnOthers = "0"
VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
//BuffDefenseTimer = "30"
//BuffDefenseMult = "9999999999999999999999999999999999999999999999999999999999999999999999999999999999"
//BuffHealthTimer = "30"
//BuffHealthRate = "99999999999999999999999999999999999999999999999999999999999999999999999999999999"
//DebuffDamageTimer = "30"
//DebuffDamageRate = "99999999999999999999999999999999999999999999999999999999999999999999999999999999"
//BuffOffenseTimer = "30"
//BuffOffenseMult = "999999999999999999999999999999999999999999999999999999999999999999999999999999"
//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




