Hidden/Spoiler:
Message Severity: 3
.\Source\Weapon.cpp(1719)
Weapon "com_weap_force_fire" missing ordnance 0.000000 "com_weap_inf_flamethrower_ord"
.\Source\Weapon.cpp(1719)
Weapon "com_weap_force_fire" missing ordnance 0.000000 "com_weap_inf_flamethrower_ord"
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "10"
ConeAngle = "45"
FirstRadius = "2.0"
MaxTargets = "10" // 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 = "5" // 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 = "15" // 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 = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//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
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_ord"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "10"
ConeAngle = "45"
FirstRadius = "2.0"
MaxTargets = "10" // 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 = "5" // 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 = "15" // 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 = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//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
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_ord"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on



