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Question about flame Thrower Reaction Time [Solved]

Posted: Mon Jul 15, 2013 2:47 am
by TWINKEYRUNAWAY
Would anyone know how to make the flame thrower stop spewing fire after I let go of the Primary trigger. I notice that it will go on a few more seconds after Ive let go of the trigger/fire button and then it will reload. I want to make it so that it stops almost immediately after I press it and to keep going as long as I hold on to the fire button.

Also how would I go about making the range/distance of the flame longer?

Any information on either of these questions would be greatly appreciated.

Re: Question about flame Thrower Reaction Time

Posted: Mon Jul 15, 2013 2:50 am
by kinetosimpetus
Just off the top of my head, the odf has a setting... maybe like, FireType = "hold" or may be "tap" or "eatCheeseburger" or something... :P

Re: Question about flame Thrower Reaction Time

Posted: Mon Jul 15, 2013 3:08 am
by TWINKEYRUNAWAY
"eatcheeseburger" <----this has to be it, what better way to serve the empire justice...than a hot tasty burger.

Just incase they run out of patties, I don't think there is a Firetype line of code.

Heres the Com odf for flame throwers.
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
GeometryName = ""
HighResGeometry = ""

AnimationBank = "rifle"

//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
RoundsPerClip = "20"
ReloadTime = "1.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

TriggerSingle = "1"
ShotDelay = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"

DisplayRefire = "0"

LockOnRange = "8.0"
LockTime = "0.0"
AutoAimSize = "2.0"

MinRange = "0"
OptimalRange = "4"
MaxRange = "10"

SalvoCount = "20"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.1"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "flame_on"
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""

Re: Question about flame Thrower Reaction Time

Posted: Mon Jul 15, 2013 3:13 am
by AQT
Check out the notes in red for information:
Hidden/Spoiler:
[quote="com_weap_inf_flamethrower"][WeaponClass]
ClassLabel = "cannon"

[Properties]
GeometryName = ""
HighResGeometry = ""

AnimationBank = "rifle"

//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
RoundsPerClip = "20"
ReloadTime = "1.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

TriggerSingle = "1" // 1 for non-automatic, and 0 for automatic
ShotDelay = "0.0" // Time in between each shot
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"

DisplayRefire = "0"

LockOnRange = "8.0"
LockTime = "0.0"
AutoAimSize = "2.0"

MinRange = "0"
OptimalRange = "4"
MaxRange = "10"

SalvoCount = "20" // Burst of 20 shots each
ShotsPerSalvo = "1" // Shoots one burst
SalvoDelay = "0.1" // Time in between each shot in a burst
InitialSalvoDelay = "0.1"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "flame_on"
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""[/quote]
[quote="com_weap_inf_flamethrower_ord"][OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

ConeLength = "10" // Effective range of shot
ConeAngle = "45" // Determines area/volume of shot based on above length
FirstRadius = "2.0"
MaxTargets = "10" // 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 = "5" // 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 = "15" // 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 = "1" // 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 = "50.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = "5.0"[/quote]

Re: Question about flame Thrower Reaction Time

Posted: Mon Jul 15, 2013 12:19 pm
by kinetosimpetus
oh yeah, that other thing is in choke.

Re: Question about flame Thrower Reaction Time

Posted: Thu Jul 18, 2013 12:20 am
by TWINKEYRUNAWAY
seemed to solve it thanks to your guidance guys. That was a very clear and helpful piece of information AQT, this is solved now if you want to put that [solved] thing in my thread.

Re: Question about flame Thrower Reaction Time

Posted: Thu Jul 18, 2013 12:41 am
by Marth8880
TWINKEYRUNAWAY wrote:this is solved now if you want to put that [solved] thing in my thread.
Just a note, it's possible to do that yourself: just Edit your first post and put it in the Subject. ;)