set up all the odfs i needed but ingame it dosent fire at all
any idea on what i did wrong
trishot.odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_sonic_blaster"
[Properties]
GeometryName = "cis_Weap_inf_wrist_trishot"
AnimationBank = "rifle"
OrdnanceName = "geo_weap_inf_elite_beam_weapon_ord"
SecondaryOrdnanceName = "geo_weap_inf_elite_beam_weapon_beam"
SecondaryOrdnancePeriod = 4
FirePointName = "hp_fire"
MinRange = "0"
OptimalRange = "20"
MaxRange = "125"
RoundsPerClip = "0"
ShotDelay = "0.05"
ReloadTime = "0"
HeatRecoverRate = "0.2"
HeatThreshold = "0.2"
HeatPerShot = "0.020"
WarmUpTime = 0.5
CoolDownTime = 1.0
LockOnRange = "0.0"
TriggerSingle = "0"
MinRange = "0"
OptimalRange = "50"
MaxRange = "150"
RecoilLengthLight = "0.3"
RecoilStrengthLight = "1"
RecoilDelayHeavy = ".1"
RecoilLengthHeavy = "0.1"
RecoilStrengthHeavy = ".4"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
AITargetPerson = "1"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"
FireSound = "cis_weap_inf_sniper_rifle_fire"
//ReloadSound = "laserreload"
//ChangeModeSound = "com_weap_inf_blaster_rifle_modechange"
FireEmptySound = "com_weap_inf_weapon_empty"
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"
WarmUpSound = ""
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2
ClassParent = "com_weap_inf_sonic_blaster"
[Properties]
GeometryName = "cis_Weap_inf_wrist_trishot"
AnimationBank = "rifle"
OrdnanceName = "geo_weap_inf_elite_beam_weapon_ord"
SecondaryOrdnanceName = "geo_weap_inf_elite_beam_weapon_beam"
SecondaryOrdnancePeriod = 4
FirePointName = "hp_fire"
MinRange = "0"
OptimalRange = "20"
MaxRange = "125"
RoundsPerClip = "0"
ShotDelay = "0.05"
ReloadTime = "0"
HeatRecoverRate = "0.2"
HeatThreshold = "0.2"
HeatPerShot = "0.020"
WarmUpTime = 0.5
CoolDownTime = 1.0
LockOnRange = "0.0"
TriggerSingle = "0"
MinRange = "0"
OptimalRange = "50"
MaxRange = "150"
RecoilLengthLight = "0.3"
RecoilStrengthLight = "1"
RecoilDelayHeavy = ".1"
RecoilLengthHeavy = "0.1"
RecoilStrengthHeavy = ".4"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
AITargetPerson = "1"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"
FireSound = "cis_weap_inf_sniper_rifle_fire"
//ReloadSound = "laserreload"
//ChangeModeSound = "com_weap_inf_blaster_rifle_modechange"
FireEmptySound = "com_weap_inf_weapon_empty"
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"
WarmUpSound = ""
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bullet"
[Properties]
ImpactEffect = "com_sfx_ord_exp"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
LifeSpan = ".05"
Velocity = "20000"
Gravity = "0.1"
Rebound = "0"
MaxDamage = "25"
VehicleScale = "0.1"
ShieldScale = "0.25"
PersonScale = "1"
HealthScale = "1"
BuildingScale = "0.1"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
ClassLabel = "bullet"
[Properties]
ImpactEffect = "com_sfx_ord_exp"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
LifeSpan = ".05"
Velocity = "20000"
Gravity = "0.1"
Rebound = "0"
MaxDamage = "25"
VehicleScale = "0.1"
ShieldScale = "0.25"
PersonScale = "1"
HealthScale = "1"
BuildingScale = "0.1"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_veh_beam_ord"
[Properties]
MaxDamage = "0"
Range = "500.0"
Gravity = "1.0"
Rebound = "0.0"
LifeSpan = "0.4"
PassThrough = "1"
LaserTexture = "com_sfx_laser_yellow"
LaserWidth = "0.3"
LaserGlowColor = "224 224 160 100"
LightColor = "224 224 160 150"
LightRadius = "4.0"
OrdnanceSound = "cis_weap_inf_bulldog_ordnance"
ClassParent = "com_weap_veh_beam_ord"
[Properties]
MaxDamage = "0"
Range = "500.0"
Gravity = "1.0"
Rebound = "0.0"
LifeSpan = "0.4"
PassThrough = "1"
LaserTexture = "com_sfx_laser_yellow"
LaserWidth = "0.3"
LaserGlowColor = "224 224 160 100"
LightColor = "224 224 160 150"
LightRadius = "4.0"
OrdnanceSound = "cis_weap_inf_bulldog_ordnance"


