weapon
beacon[WeaponClass]
ClassLabel = "cannon"
[Properties]
GeometryName = ""
HighResGeometry = ""
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
//RoundsPerClip = "32"
RoundsPerClip = "0"
ReloadTime = "1.5"
HeatRecoverRate = "1.0"
HeatThreshold = "0.0"
TriggerSingle = "0"
ShotDelay = "5.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"
DisplayRefire = "0"
InstantPlayFireAnim = 1
OffhandWeapon = 1
OrdnanceName = "all_weap_inf_lightningcaller_ord"
LockOnRange = "8.0"
LockTime = "0.0"
AutoAimSize = "2.0"
MinRange = "0"
OptimalRange = "4"
MaxRange = "10"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.1"
SalvoTime = "0.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
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 = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
(this is copied from a BF1 mod I made then edited to suit my purposes)[OrdnanceClass]
ClassLabel = "beacon"
[Properties]
//GeometryName = "com_weap_inf_grenadethermal_ord"
//ExplosionExpire = "all_weap_inf_grenadethermal_exp"
//OrdnanceEffect = "thermal_detonator"
//ImpactEffect = "medium_explosion"
//TrailEffect = "com_sfx_weap_grenade_thermal"
OrdnanceName = "all_weap_inf_lightningstrike_ord"
LifeSpan = "3.0"
Velocity = "1150.0"
Gravity = "0.0"
Rebound = "0.0"
Friction = "1.0"
MaxDamage = "0.0"
SalvoCount = "3"
SalvoDelay = "0.5"
ScatterDistance = "0.0"
OrdnanceName = "all_weap_inf_lightningstrike_ord"
OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp"
lightning
Any ideas? Ive tried to get a standard orbital strike working with no luck too[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "2000"
ConeAngle = "0.3"
FirstRadius = "0.0"
MaxTargets = "4" // 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 = "10000" // 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 = "30000" // 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 = "1.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
Push = "0.0"
LightningEffect = "all_sfx_lightningstrike"
LightningEffectScale = "0.15"
NoTargetLightningEffectCount = "1" // The number of ligthning effects to display when the ordinance has no targets to hit
NoTargetLightningEffectRandomSpread = "0.0" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
edit: fixed and improved


