Need help extending lifespan of autoturret [Solved]
Posted: Fri Jun 01, 2012 5:52 pm
by naruto2693
I have tried to alter the autoturret to make it last for the entire game, but I keep failing for some reason burr can someone help me out?
autoturret odf
autoturret ordnance
autoturret odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
[Properties]
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
RoundsPerClip = "1"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
MinRange = "0"
OptimalRange = "15"
MaxRange = "40"
RecoilLengthLight = "0.1"
RecoilStrengthLight = "1"
RecoilLengthHeavy = "0.05"
RecoilStrengthHeavy = "1"
LifeTime = "9999.0"
NoLifeTimeDisplay = "0"
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "2.0"
ShotDelay = "1.7"
LockOnRange = "20.0"
LockTime = "0.5"
MinSpread = "0.1"
MaxSpread = "0.35"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
SalvoCount = "4"
SalvoDelay = ".15"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireSound = "com_weap_turret_fire_mini"
FoleyFXGroup = "metal_foley"
ClassLabel = "cannon"
[Properties]
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
RoundsPerClip = "1"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
MinRange = "0"
OptimalRange = "15"
MaxRange = "40"
RecoilLengthLight = "0.1"
RecoilStrengthLight = "1"
RecoilLengthHeavy = "0.05"
RecoilStrengthHeavy = "1"
LifeTime = "9999.0"
NoLifeTimeDisplay = "0"
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "2.0"
ShotDelay = "1.7"
LockOnRange = "20.0"
LockTime = "0.5"
MinSpread = "0.1"
MaxSpread = "0.35"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
SalvoCount = "4"
SalvoDelay = ".15"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireSound = "com_weap_turret_fire_mini"
FoleyFXGroup = "metal_foley"
autoturret ordnance
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_yellow"
LaserLength = "2.5"
LaserWidth = "0.1"
LaserGlowColor = "224 224 160 100"
LightColor = "224 224 160 150"
LightRadius = "0.1"
Velocity = "100.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "30.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //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 = "0.1"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
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"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_yellow"
LaserLength = "2.5"
LaserWidth = "0.1"
LaserGlowColor = "224 224 160 100"
LightColor = "224 224 160 150"
LightRadius = "0.1"
Velocity = "100.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "30.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //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 = "0.1"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
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"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"