Note this is not the same flamethrower weapon as in my other thread.
weapon ODF
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_flamethrower"
[Properties]
AnimationBank = "rifle"
OrdnanceName = "imp_weap_cipher_probe_flame_ord"
SalvoCount = "2"
ShotsPerSalvo = "1"
SalvoDelay = "0.05"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"
HUDTag = "hud_fireshot"
// to make it work - Mike Z
InitialSalvoDelay = "0.21" // 7 frames
ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"
RoundsPerClip = "-1"
ReloadTime = "0"
ShotDelay = "0.12"
TriggerSingle = "1"
HeatRecoverRate = "0.0"
HeatThreshold = "0.00"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "flame_on"
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"
[/code]
ClassParent = "com_weap_inf_flamethrower"
[Properties]
AnimationBank = "rifle"
OrdnanceName = "imp_weap_cipher_probe_flame_ord"
SalvoCount = "2"
ShotsPerSalvo = "1"
SalvoDelay = "0.05"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"
HUDTag = "hud_fireshot"
// to make it work - Mike Z
InitialSalvoDelay = "0.21" // 7 frames
ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"
RoundsPerClip = "-1"
ReloadTime = "0"
ShotDelay = "0.12"
TriggerSingle = "1"
HeatRecoverRate = "0.0"
HeatThreshold = "0.00"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "flame_on"
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"
[/code]
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "10"
ConeAngle = "135"
FirstRadius = "0.0"
MaxTargets = "25" // 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
//Explosion = "com_weap_inf_incinerator_exp"
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "35" // 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 = "35" // 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 = "0" // 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 = "35.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = 3.0
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_l_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_r_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.1" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "10"
ConeAngle = "135"
FirstRadius = "0.0"
MaxTargets = "25" // 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
//Explosion = "com_weap_inf_incinerator_exp"
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "35" // 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 = "35" // 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 = "0" // 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 = "35.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = 3.0
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_l_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_r_forearm"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.1" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel ="portableturret"
GeometryName = "imp_weap_inf_dropturret.msh"
[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_cis"
OverrideTexture = "com_prop_dropturret_imp"
CollisionSound = "com_sticky_stick"
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
MapScale = "1.0"
HealthTexture = "HUD_kam_turret_icon"
MaxHealth = "100000.0"
LifeTime = "7"
HideHealthBar = "1"
AINoRepair = "1"
IsNotTargetableByPlayer = "1"
Gravity = "1.0"
Rebound = "0.0"
GeometryName = "imp_weap_inf_dropturret"
ExplosionName = "cis_bldg_inf_autoturret_exp"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
TURRETSECTION = "TURRET1"
PilotType = "self"
//Controllable = "0"
AutoFire = "1"
WeaponName = "imp_weap_cipher_probe_flame"
WeaponAmmo = "2"
AutoFire = "1"
AimerNodeName = "aimer_x"
FirePointName = "hp_fire"[/code]
ClassLabel ="portableturret"
GeometryName = "imp_weap_inf_dropturret.msh"
[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_cis"
OverrideTexture = "com_prop_dropturret_imp"
CollisionSound = "com_sticky_stick"
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
MapScale = "1.0"
HealthTexture = "HUD_kam_turret_icon"
MaxHealth = "100000.0"
LifeTime = "7"
HideHealthBar = "1"
AINoRepair = "1"
IsNotTargetableByPlayer = "1"
Gravity = "1.0"
Rebound = "0.0"
GeometryName = "imp_weap_inf_dropturret"
ExplosionName = "cis_bldg_inf_autoturret_exp"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
TURRETSECTION = "TURRET1"
PilotType = "self"
//Controllable = "0"
AutoFire = "1"
WeaponName = "imp_weap_cipher_probe_flame"
WeaponAmmo = "2"
AutoFire = "1"
AimerNodeName = "aimer_x"
FirePointName = "hp_fire"[/code]
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"
[Properties]
HUDTag = "hud_autoturr"
RoundsPerClip = "-1"
ReloadTime = "2.0"
OrdnanceName = "imp_bldg_cipher_fireprobe"
TriggerAll = "1"
AnimationBank = "grenade"
OffhandWeapon = 1
ShotDelay = "1.0"
ShotElevate = "0.21"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"
HeatRecoverRate = "0.1"
HeatThreshold = "0.1"
HeatPerShot = "5.0"
AutoAimSize = "1.0"
MaxPressedTime = "0.0"
MinStrength = "4.3"
MaxStrength = "4.4"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
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"
[/code]
ClassLabel = "dispenser"
[Properties]
HUDTag = "hud_autoturr"
RoundsPerClip = "-1"
ReloadTime = "2.0"
OrdnanceName = "imp_bldg_cipher_fireprobe"
TriggerAll = "1"
AnimationBank = "grenade"
OffhandWeapon = 1
ShotDelay = "1.0"
ShotElevate = "0.21"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"
HeatRecoverRate = "0.1"
HeatThreshold = "0.1"
HeatPerShot = "5.0"
AutoAimSize = "1.0"
MaxPressedTime = "0.0"
MinStrength = "4.3"
MaxStrength = "4.4"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
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"
[/code]

