Weapon Damage Higher (x) - Can't Target Friendly
Posted: Tue Sep 08, 2009 6:09 pm
by [RDH]Zerted
I've taken the arc caster and messed with it a bit. I want its damage to be between 0.01 and 1.0 (basically just a weapon triggering some Lua code). However when I fully charged it up, it deals out 1.5 in damage. I'm guessing it might have something to do with the ChargeStrength-like properties, since I don't know what those do yet (any recommended ODF property explanation readings?).
The weapon also isn't targeting friendlies, but that isn't a main issue at the moment.
WeaponWeapon's Ordnance
The weapon also isn't targeting friendlies, but that isn't a main issue at the moment.
Weapon
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "imp_weap_inf_rifle.msh"
[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"
OrdnanceName = "rts_hit_ord"
ChargeUpEffect = "com_sfx_chargeup"
MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
RoundsPerClip = "1"
AmmoPerShot = "1"
ReloadTime = "1.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"
AnimationBank = "rifle"
FirePointName = "hp_fire"
TriggerSingle = "1"
ShotDelay = "0.0"
HeatPerShot = "0.0"
MaxPressedTime = "5.0"
PitchSpread = "0.0"
YawSpread = "0.0"
SpreadPerShot = "0.0"//1.2
SpreadRecoverRate = "0.0"//0.08
SpreadThreshold = "0.0"//0.03
SpreadLimit = "0.0"
StandStillSpread = "0.0"//0.4
StandMoveSpread = "0.0"//0.9
CrouchStillSpread = "0.0"//0.1
CrouchMoveSpread = "0.0"//0.6
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
LockOnRange = "32.0"
LockTime = "0.0"
AutoAimSize = "1.5"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
TargetAll = "1"
//TargetEnemy = "1"
//TargetNeutral = "1"
//TargetFriendly = "1"
//TargetPerson = "1"
//TargetAnimal = "1"
//TargetDroid = "1"
//TargetVehicle = "1"
//TargetBuilding = "1"
TargetMine
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.0"
RecoilStrengthHeavy = "0.0"
RecoilDecayHeavy = "0.0"
//SOUND
FireSound = "force_lightning_fire"
ReloadSound = ""
WeaponChangeSound = "com_weap_inf_equip_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_weapon_empty"
ChargeSound = "imp_weap_inf_arccaster_charge"
ChargeSoundPitch = "0.05"
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
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_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
ClassLabel = "cannon"
GeometryName = "imp_weap_inf_rifle.msh"
[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"
OrdnanceName = "rts_hit_ord"
ChargeUpEffect = "com_sfx_chargeup"
MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
RoundsPerClip = "1"
AmmoPerShot = "1"
ReloadTime = "1.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"
AnimationBank = "rifle"
FirePointName = "hp_fire"
TriggerSingle = "1"
ShotDelay = "0.0"
HeatPerShot = "0.0"
MaxPressedTime = "5.0"
PitchSpread = "0.0"
YawSpread = "0.0"
SpreadPerShot = "0.0"//1.2
SpreadRecoverRate = "0.0"//0.08
SpreadThreshold = "0.0"//0.03
SpreadLimit = "0.0"
StandStillSpread = "0.0"//0.4
StandMoveSpread = "0.0"//0.9
CrouchStillSpread = "0.0"//0.1
CrouchMoveSpread = "0.0"//0.6
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
LockOnRange = "32.0"
LockTime = "0.0"
AutoAimSize = "1.5"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
TargetAll = "1"
//TargetEnemy = "1"
//TargetNeutral = "1"
//TargetFriendly = "1"
//TargetPerson = "1"
//TargetAnimal = "1"
//TargetDroid = "1"
//TargetVehicle = "1"
//TargetBuilding = "1"
TargetMine
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.0"
RecoilStrengthHeavy = "0.0"
RecoilDecayHeavy = "0.0"
//SOUND
FireSound = "force_lightning_fire"
ReloadSound = ""
WeaponChangeSound = "com_weap_inf_equip_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_weapon_empty"
ChargeSound = "imp_weap_inf_arccaster_charge"
ChargeSoundPitch = "0.05"
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
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_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
//Explosion = "imp_weap_inf_arccaster_exp"
OrdnanceSound = "force_lightning_impact"
ConeLength = "25"
ConeAngle = "40"
FirstRadius = "1.2"
MaxTargets = "1"
Damage = "0.01"
MaxDamage = "1"
VehicleScale = "1.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
LightningEffect = "com_sfx_lightning"
SmolderEffectTimer = 2.0
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_r_thigh"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_l_calf"
ClassLabel = "emitterordnance"
[Properties]
//Explosion = "imp_weap_inf_arccaster_exp"
OrdnanceSound = "force_lightning_impact"
ConeLength = "25"
ConeAngle = "40"
FirstRadius = "1.2"
MaxTargets = "1"
Damage = "0.01"
MaxDamage = "1"
VehicleScale = "1.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
LightningEffect = "com_sfx_lightning"
SmolderEffectTimer = 2.0
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_r_thigh"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_l_calf"