Chargeable Weapon Help[Solved]
Posted: Tue Apr 10, 2012 1:44 am
by yuke5
I'm trying to make a sniper rifle which only fires once it has been charged all the way. However, when it is charged all the way, it fires nothing. Is it impossible to make a weapon that doesn't have a base ordnance and can only be charged?
My ODF:
My ODF:
Hidden/Spoiler:
[WeaponClass]
GeometryName = "all_weap_inf_sniperrifle.msh"
[Properties]
GeometryName = "all_weap_inf_sniperrifle"
HighResGeometry = "all_1st_weap_inf_sniperrifle"
OrdnanceName = "
FirePointName = "hp_fire"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "all_weap_inf_sniper_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
[WeaponClass]
ClassLabel = "cannon"
[Properties]
AnimationBank = "rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "8"
OptimalRange = "64"
MaxRange = "128"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "0.6"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "1.0"
ReticuleInAimingOnly = 0
SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
KickStrength = "2.0"
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"
//***********************************************
//*********** CHARGING CRAP ********************
//***********************************************
ChargeUpEffect = "com_sfx_chargeup"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"
MaxPressedTime = "3.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1" // 5
ReloadTime = "1.5"
ShotDelay = "0.8" //1.0
TriggerSingle = "1"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ScopeTexture = "weapon_scope3"
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"
//***********************************************
//*********** MORE CHARGIN CRAP ***************
//***********************************************
NextCharge = 1.0
SalvoCount = "1"
SalvoDelay = "0.0"
OrdnanceName = "all_weap_inf_falaan_ord"/Hide]
It's Ordinance's ODF:
[Hide][OrdnanceClass]
ClassParent = "com_weap_inf_sniper_rifle_ord"
[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"
LightRadius = "4.0"
GeometryName = "all_weap_inf_sniperrifle.msh"
[Properties]
GeometryName = "all_weap_inf_sniperrifle"
HighResGeometry = "all_1st_weap_inf_sniperrifle"
OrdnanceName = "
FirePointName = "hp_fire"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "all_weap_inf_sniper_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
[WeaponClass]
ClassLabel = "cannon"
[Properties]
AnimationBank = "rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "8"
OptimalRange = "64"
MaxRange = "128"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "0.6"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "1.0"
ReticuleInAimingOnly = 0
SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
KickStrength = "2.0"
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"
//***********************************************
//*********** CHARGING CRAP ********************
//***********************************************
ChargeUpEffect = "com_sfx_chargeup"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"
MaxPressedTime = "3.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1" // 5
ReloadTime = "1.5"
ShotDelay = "0.8" //1.0
TriggerSingle = "1"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ScopeTexture = "weapon_scope3"
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"
//***********************************************
//*********** MORE CHARGIN CRAP ***************
//***********************************************
NextCharge = 1.0
SalvoCount = "1"
SalvoDelay = "0.0"
OrdnanceName = "all_weap_inf_falaan_ord"/Hide]
It's Ordinance's ODF:
[Hide][OrdnanceClass]
ClassParent = "com_weap_inf_sniper_rifle_ord"
[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"
LightRadius = "4.0"