How do I make a weapon fire invisible ordnance? [Solved]
Posted: Sun Jul 04, 2010 1:33 pm
by General_Nate
Hey, I'm back with some more spam to add to the Modding thread. However, this spam also holds a problem. I'm trying to get the rep sniper rifle to have invisible ordinance, however, I've not gotten this to work...
Here is my plethora of odfs:
I don't understand why it's still giving me ordinance... Thanks for any help. 
Here is my plethora of odfs:
rep_weap_inf_sniper_rifle.odf wrote:Hidden/Spoiler:[WeaponClass]
ClassParent = "com_weap_inf_sniper_rifle"
GeometryName = "rep_weap_inf_sniperrifle.msh"
[Properties]
GeometryName = "rep_weap_inf_sniperrifle"
HighResGeometry = "rep_1st_weap_inf_sniperrifle"
OrdnanceName = "rep_weap_inf_sniper_rifle_ord"
FirePointName = "hp_fire"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "rep_weap_inf_sniper_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_blaster_rifle_modechange"
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"
com_weap_inf_sniper_rifle.odf wrote:Hidden/Spoiler:[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 = "150"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "0.6"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "1.0"
ReticuleInAimingOnly = 1
SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "2.0"
ZoomMax = "10.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
KickStrength = "1.0"
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"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "8" // 5
ReloadTime = "2.0"
ShotDelay = "0.8" //1.0
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
//***********************************************
//*********** 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"
rep_weap_inf_sniper_rifle_ord.odf wrote:Hidden/Spoiler:[OrdnanceClass]
ClassParent = "com_weap_inf_sniper_rifle_ord"
[Properties]
LaserTexture = ""
LaserGlowColor = "00 00 00 00"
LightColor = "00 00 00 00"
LightRadius = "0.0"
And here is what I get:com_weap_inf_sniper_rifle_ord.odf wrote:Hidden/Spoiler:[OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserLength = "5.0"
LaserWidth = "0.15"
GlowLength = "20"
BlurLength = "32"
FadeOutTime = "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"
LifeSpan = "0.15"
MaxDamage = "300.0"
Velocity = "2000.0"
Gravity = "1.0"
Rebound = "0.0"
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "-1.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
Hidden/Spoiler: