I tried to give force push a new effect. So I edited one in Particle Editor, saved it as a new name, put it in my sides/effect folder, and added this line to force push:
I munged, and nothing happened. Just to make sure the effect worked, I made it the energy regen effect, and tested it. It worked fine. What am i missing? How can I get this to work?
Hidden/Spoiler:
I know it can be done, because Mav did it in Dark Times.
Anything that can support a TrailEffect will work, but it would be best if you use whatever the stock sonic blaster's ordnance's ClassLabel is (fatray?). This way, multiple enemies can be hit in a straight line. And then, of course, set the weapon up with an explosion ODF with PushDeadOnly = 0.
I'm fairly sure "fatray" can push enemies by themselves (without an explosion).
Can make an effect similar to the stock flamethrower effect for this - effect itself shoots forward and just use the "PlayEffectOnOwnerAimer" (or somethig similar) to show it. Look at the flamethrower or incinerator odfs for more details.
Thanks guys, testing it out now... I will bring back results
EDIT
The effect works, but it only pushes one unit for each button press.
Here are my odfs...
com_weap_inf_force_push
MaxTargets = "6" // 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
ConeLength = "40"
ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "6" // 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
Damage = "0" // 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 = "0" // 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
//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
I'm fairly sure "fatray" can push enemies by themselves (without an explosion).
Can make an effect similar to the stock flamethrower effect for this - effect itself shoots forward and just use the "PlayEffectOnOwnerAimer" (or somethig similar) to show it. Look at the flamethrower or incinerator odfs for more details.
ConeLength = "25"
ConeAngle = "50"
FirstRadius = "0.0"
MaxTargets = "5" // 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
Damage = "1" // 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 = "50" // 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
//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
There appears to be some confusion. If you're going to use Sky's method, then you don't need to change the ClassLabel of the ordnance to "fatray." ConeLength, ConeAngle, etc. are only properties of the ClassLabel "emitterordnance" (in order to target multiple units at once), so they will not work properly for "fatray."
Cerfon Rournes wrote:"PlayEffectOnOwnerAimer", and "PlayEffectOnOwner", did not work properly. The effect just stuck to my unit after the button was pressed.
Its working fine. That just what it does, thats how it worked in DT and my TCW mod