also, possibly unrelated but on the weapon that i have shooting the lightning the charge effect won't show up even though its in the right folder
weapon odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
[Properties]
HUDTag = "hud_force_lightning"
GeometryName = ""
HighResGeometry = ""
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
ChargeUpEffect = "com_sfx_chargeup2"
RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"
OrdnanceName = "cis_weap_inf_force_lightning_ord2"
TriggerSingle = "1"
ShotDelay = "0.1"
HeatPerShot = "0.0"
MaxPressedTime = "2.5"
EnergyDrain = 50.0
InstantPlayFireAnim = 1
OffhandWeapon = 1
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 = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z
SalvoTime = "0.0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.1"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "force_lightning_fire"
ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
NextCharge = 0.9
OrdnanceName = "cis_weap_inf_force_lightning_ord2"
SalvoCount = "1"
ShotsPerSalvo = "2"
ClassLabel = "cannon"
[Properties]
HUDTag = "hud_force_lightning"
GeometryName = ""
HighResGeometry = ""
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
ChargeUpEffect = "com_sfx_chargeup2"
RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"
OrdnanceName = "cis_weap_inf_force_lightning_ord2"
TriggerSingle = "1"
ShotDelay = "0.1"
HeatPerShot = "0.0"
MaxPressedTime = "2.5"
EnergyDrain = 50.0
InstantPlayFireAnim = 1
OffhandWeapon = 1
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 = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z
SalvoTime = "0.0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.1"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "force_lightning_fire"
ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
NextCharge = 0.9
OrdnanceName = "cis_weap_inf_force_lightning_ord2"
SalvoCount = "1"
ShotsPerSalvo = "2"
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
Explosion = "cis_weap_inf_force_lightning_exp2"
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "2.5"
ConeAngle = "80"
FirstRadius = "0.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "200" // 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 = "500" // This is the max damage
JumpDeduction = "75" // No jump deduction. This is for chaining only
DamageThreshold = "200" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off
VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
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_ord2"
SmolderDamageRate = "100.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_pelvis"
Push = "25.0"
LightningEffect = "lightning2"
LightningEffectScale = "0.025"
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 = "cis_weap_inf_force_lightning_exp2"
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "2.5"
ConeAngle = "80"
FirstRadius = "0.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "200" // 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 = "500" // This is the max damage
JumpDeduction = "75" // No jump deduction. This is for chaining only
DamageThreshold = "200" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off
VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
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_ord2"
SmolderDamageRate = "100.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_pelvis"
Push = "25.0"
LightningEffect = "lightning2"
LightningEffectScale = "0.025"
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






