Portable turret weapon not damaging
Posted: Mon Aug 17, 2015 6:37 pm
by ZoomV
So I equipped a portable turret with a autofire weapon that fires a emitter ordnance. However the weapon only applies damage while the the portable turret is still in the air and has not settled on the ground. Once the turret is on the ground, it continues firing but the weapon does no damage and does not apply the emitter's effect.
Note this is not the same flamethrower weapon as in my other thread.
weapon ODF
Weapon Ord
turret ODF
dispenser ODF
Note this is not the same flamethrower weapon as in my other thread.
weapon ODF
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_flamethrower"
[Properties]
AnimationBank = "rifle"
OrdnanceName = "imp_weap_cipher_probe_flame_ord"
SalvoCount = "2"
ShotsPerSalvo = "1"
SalvoDelay = "0.05"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"
HUDTag = "hud_fireshot"
// to make it work - Mike Z
InitialSalvoDelay = "0.21" // 7 frames
ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"
RoundsPerClip = "-1"
ReloadTime = "0"
ShotDelay = "0.12"
TriggerSingle = "1"
HeatRecoverRate = "0.0"
HeatThreshold = "0.00"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
//************************************************
//******************* 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_cipher_probe_flame_ord"
SalvoCount = "2"
ShotsPerSalvo = "1"
SalvoDelay = "0.05"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"
HUDTag = "hud_fireshot"
// to make it work - Mike Z
InitialSalvoDelay = "0.21" // 7 frames
ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"
RoundsPerClip = "-1"
ReloadTime = "0"
ShotDelay = "0.12"
TriggerSingle = "1"
HeatRecoverRate = "0.0"
HeatThreshold = "0.00"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
//************************************************
//******************* 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 = "10"
ConeAngle = "135"
FirstRadius = "0.0"
MaxTargets = "25" // 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 = "35" // 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 = "35" // 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 = "35.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = 3.0
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_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.1" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "10"
ConeAngle = "135"
FirstRadius = "0.0"
MaxTargets = "25" // 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 = "35" // 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 = "35" // 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 = "35.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = 3.0
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_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.1" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel ="portableturret"
GeometryName = "imp_weap_inf_dropturret.msh"
[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_cis"
OverrideTexture = "com_prop_dropturret_imp"
CollisionSound = "com_sticky_stick"
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
MapScale = "1.0"
HealthTexture = "HUD_kam_turret_icon"
MaxHealth = "100000.0"
LifeTime = "7"
HideHealthBar = "1"
AINoRepair = "1"
IsNotTargetableByPlayer = "1"
Gravity = "1.0"
Rebound = "0.0"
GeometryName = "imp_weap_inf_dropturret"
ExplosionName = "cis_bldg_inf_autoturret_exp"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
TURRETSECTION = "TURRET1"
PilotType = "self"
//Controllable = "0"
AutoFire = "1"
WeaponName = "imp_weap_cipher_probe_flame"
WeaponAmmo = "2"
AutoFire = "1"
AimerNodeName = "aimer_x"
FirePointName = "hp_fire"[/code]
ClassLabel ="portableturret"
GeometryName = "imp_weap_inf_dropturret.msh"
[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_cis"
OverrideTexture = "com_prop_dropturret_imp"
CollisionSound = "com_sticky_stick"
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
MapScale = "1.0"
HealthTexture = "HUD_kam_turret_icon"
MaxHealth = "100000.0"
LifeTime = "7"
HideHealthBar = "1"
AINoRepair = "1"
IsNotTargetableByPlayer = "1"
Gravity = "1.0"
Rebound = "0.0"
GeometryName = "imp_weap_inf_dropturret"
ExplosionName = "cis_bldg_inf_autoturret_exp"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
TURRETSECTION = "TURRET1"
PilotType = "self"
//Controllable = "0"
AutoFire = "1"
WeaponName = "imp_weap_cipher_probe_flame"
WeaponAmmo = "2"
AutoFire = "1"
AimerNodeName = "aimer_x"
FirePointName = "hp_fire"[/code]
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"
[Properties]
HUDTag = "hud_autoturr"
RoundsPerClip = "-1"
ReloadTime = "2.0"
OrdnanceName = "imp_bldg_cipher_fireprobe"
TriggerAll = "1"
AnimationBank = "grenade"
OffhandWeapon = 1
ShotDelay = "1.0"
ShotElevate = "0.21"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"
HeatRecoverRate = "0.1"
HeatThreshold = "0.1"
HeatPerShot = "5.0"
AutoAimSize = "1.0"
MaxPressedTime = "0.0"
MinStrength = "4.3"
MaxStrength = "4.4"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
[/code]
ClassLabel = "dispenser"
[Properties]
HUDTag = "hud_autoturr"
RoundsPerClip = "-1"
ReloadTime = "2.0"
OrdnanceName = "imp_bldg_cipher_fireprobe"
TriggerAll = "1"
AnimationBank = "grenade"
OffhandWeapon = 1
ShotDelay = "1.0"
ShotElevate = "0.21"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"
HeatRecoverRate = "0.1"
HeatThreshold = "0.1"
HeatPerShot = "5.0"
AutoAimSize = "1.0"
MaxPressedTime = "0.0"
MinStrength = "4.3"
MaxStrength = "4.4"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
[/code]