Thermaldetonator stuck to walls?
Posted: Fri Oct 16, 2009 7:48 am
by eliminator
I want to make a thermaldetonator stuck to walls and exploded after a time, is it possible to make this with the odf?
Normal:
Exp:
Ord:
which line(s) must i change?
Normal:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"
[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
OffhandWeapon = 1
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "12"
OptimalRange = "18"
MaxRange = "24"
LockOnRange = "30.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"
InitialSalvoDelay = "0.51"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
ClassLabel = "grenade"
[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
OffhandWeapon = 1
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "12"
OptimalRange = "18"
MaxRange = "24"
LockOnRange = "30.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"
InitialSalvoDelay = "0.51"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "450.0"
DamageRadiusInner = "4.5"
DamageRadiusOuter = "6.5"
Push = "10.0"
PushRadiusInner = "6.5"
PushRadiusOuter = "6.5"
Shake = "0.5"
ShakeLength = "0.75"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "15.0"
Effect = "com_sfx_explosion_lg"
//Effect = "com_sfx_weap_emp_exp_sm"
WaterEffect = "com_sfx_watersplash_lg"
Decal = "decal_explosion"
LightColor = "255 220 100 255"
LightRadius = "7.0"
LightDuration = "1.0"
VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
AnimalScale = "1.0"
SoundProperty = "com_weap_thermaldetonator_exp"
//WaterExplosion = "com_weap_obj_med_water_exp"
ClassLabel = "explosion"
[Properties]
Damage = "450.0"
DamageRadiusInner = "4.5"
DamageRadiusOuter = "6.5"
Push = "10.0"
PushRadiusInner = "6.5"
PushRadiusOuter = "6.5"
Shake = "0.5"
ShakeLength = "0.75"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "15.0"
Effect = "com_sfx_explosion_lg"
//Effect = "com_sfx_weap_emp_exp_sm"
WaterEffect = "com_sfx_watersplash_lg"
Decal = "decal_explosion"
LightColor = "255 220 100 255"
LightRadius = "7.0"
LightDuration = "1.0"
VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
AnimalScale = "1.0"
SoundProperty = "com_weap_thermaldetonator_exp"
//WaterExplosion = "com_weap_obj_med_water_exp"
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "sticky"
[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
LightColor = "252 67 67 150"
LightRadius = "4.0"
ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "com_sfx_explosion_lg"
TrailEffect = "com_sfx_weap_grenade_red"
LifeSpan = "0.6"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.2"
Friction = "2.0"
StickPerson = 0
StickAnimal = 0
StickDroid = 0
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 0
StickBuildingUnbuilt= 0
StickTerrain = 0
CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""
ClassLabel = "sticky"
[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
LightColor = "252 67 67 150"
LightRadius = "4.0"
ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "com_sfx_explosion_lg"
TrailEffect = "com_sfx_weap_grenade_red"
LifeSpan = "0.6"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.2"
Friction = "2.0"
StickPerson = 0
StickAnimal = 0
StickDroid = 0
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 0
StickBuildingUnbuilt= 0
StickTerrain = 0
CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""