Melee attack looks wierd [Solved]
Posted: Thu Jun 17, 2010 12:30 pm
by skelltor
ok so i added in a melee attack i used the knife odfs from bfx as a go by but ingame there are two guns that are swung here is a screen shot
the odf
the ord
help please
Hidden/Spoiler:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "imp_weap_inf_rifle.msh"
[Properties]
GeometryName = "com_weap_inf_disruptor"
HighResGeometry = "com_weap_inf_disruptor"
HUDTag = "hud_force_push"
RoundsPerClip = "0"
ReloadTime = "0.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"
FirePointName = "hp_fire"
TriggerSingle = "1"
ShotDelay = "0.4"
HeatPerShot = "0.0"
MaxPressedTime = "1.0"
MinRange = 0
OptimalRange = 1
MaxRange = 2
LockOnRange = "2.0"
LockTime = "0.0"
AutoAimSize = "2.0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.3" // must have one or no animation - Mike Z
FireAnim = "2"
InstantPlayFireAnim = "1"
OffhandWeapon = 1
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"
//SOUND
FireSound = "com_weap_throw"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
OrdnanceName = "com_weap_melee_ord"
EnergyDrain = 40.0
ClassLabel = "cannon"
GeometryName = "imp_weap_inf_rifle.msh"
[Properties]
GeometryName = "com_weap_inf_disruptor"
HighResGeometry = "com_weap_inf_disruptor"
HUDTag = "hud_force_push"
RoundsPerClip = "0"
ReloadTime = "0.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"
FirePointName = "hp_fire"
TriggerSingle = "1"
ShotDelay = "0.4"
HeatPerShot = "0.0"
MaxPressedTime = "1.0"
MinRange = 0
OptimalRange = 1
MaxRange = 2
LockOnRange = "2.0"
LockTime = "0.0"
AutoAimSize = "2.0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.3" // must have one or no animation - Mike Z
FireAnim = "2"
InstantPlayFireAnim = "1"
OffhandWeapon = 1
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"
//SOUND
FireSound = "com_weap_throw"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
OrdnanceName = "com_weap_melee_ord"
EnergyDrain = 40.0
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
Explosion = "com_weap_melee_exp"
ConeLength = "3"
ConeAngle = "180"
FirstRadius = "0.0"
MaxTargets = "1" // 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
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "500" // 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 = "10000" // 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 = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
Push = "0.5"
PushDeadOnly = "0"
AffectFriends = "1"
//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]
Explosion = "com_weap_melee_exp"
ConeLength = "3"
ConeAngle = "180"
FirstRadius = "0.0"
MaxTargets = "1" // 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
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "500" // 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 = "10000" // 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 = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
Push = "0.5"
PushDeadOnly = "0"
AffectFriends = "1"
//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