Making bullets last longer
Posted: Mon Dec 15, 2008 10:11 pm
by Fiodis
How do you make the shotgun's bullets last longer instead of fading right out? I thought it had to do with the LifeSpan and FadeOutTime lines, so I tried tweaking the odfs like so:
com_weap_inf_shotgun_trace2:
com_weap_inf_shotgun_or2:
com_weap_inf_shotgu2:
But it had no noticable effect.
And yes, I did rename the odfs on purpose.
com_weap_inf_shotgun_trace2:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_green"
LaserLength = "6.0"
LaserWidth = "0.02"
LaserGlowColor = "192 224 18 100"
LightColor = "192 224 18 100"
GlowLength = "3"
BlurLength = "5"
FadeOutTime = "1000.5"
LifeSpan = "1000.0"
Velocity = "160.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "0.0"
VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "0.0"
AnimalScale = "0.0"
DroidScale = "0.0"
BuildingScale = "0.0"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
BonusColor = "240 0 0 255" //what color will be applied when the team_bonus_blaster_amplification is on
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_green"
LaserLength = "6.0"
LaserWidth = "0.02"
LaserGlowColor = "192 224 18 100"
LightColor = "192 224 18 100"
GlowLength = "3"
BlurLength = "5"
FadeOutTime = "1000.5"
LifeSpan = "1000.0"
Velocity = "160.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "0.0"
VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "0.0"
AnimalScale = "0.0"
DroidScale = "0.0"
BuildingScale = "0.0"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
BonusColor = "240 0 0 255" //what color will be applied when the team_bonus_blaster_amplification is on
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bullet"
[Properties]
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 = "1000.0"
Velocity = "2000.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "65.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "15.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
VehicleScale = "0.1"
ShieldScale = "0.25"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
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]
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 = "1000.0"
Velocity = "2000.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "65.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "15.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
VehicleScale = "0.1"
ShieldScale = "0.25"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
[Properties]
ScoreForMedalsType = 5
MedalsTypeToLock = 5
AnimationBank = "rifle"
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
RoundsPerClip = "40"
ReloadTime = "1.75"
SecondaryOrdnanceName = "com_weap_inf_shotgun_trace2"
SecondaryOrdnancePeriod = 1
ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"
TriggerSingle = "1"
ShotDelay = "1.0"
PitchSpread = "3.0"
YawSpread = "4.5"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
LockOnRange = "40.0"
LockTime = "0.0"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "24"
MaxRange = "48"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "1.25"
SalvoCount = "1"
ShotsPerSalvo = "8"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
ClassLabel = "cannon"
[Properties]
ScoreForMedalsType = 5
MedalsTypeToLock = 5
AnimationBank = "rifle"
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
RoundsPerClip = "40"
ReloadTime = "1.75"
SecondaryOrdnanceName = "com_weap_inf_shotgun_trace2"
SecondaryOrdnancePeriod = 1
ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"
TriggerSingle = "1"
ShotDelay = "1.0"
PitchSpread = "3.0"
YawSpread = "4.5"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
LockOnRange = "40.0"
LockTime = "0.0"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "24"
MaxRange = "48"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "1.25"
SalvoCount = "1"
ShotsPerSalvo = "8"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
And yes, I did rename the odfs on purpose.
