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3 Ordnances

Posted: Sun Jul 21, 2013 6:22 pm
by ARCTroopaNate
Hi guys, I'm trying to make a weapon have 3 ordnances, one is the actual ordnance, the 2nd is the tracer and the 3rd is an ordnance that creates a 0 damage explosion that shakes the screen, the tracer and regular were and still are working fine but my 3rd ordnance is not working. Is it possible for a weapon to have 3 ordnances, and if not, does anyone know of any workarounds?
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "all_weap_inf_rifle.msh"

[Properties]
RoundsPerClip = "45"
ShotDelay = "0.075"
AnimationBank = "rifle"
GeometryName = "all_weap_inf_rifle"
HighResGeometry = "all_1st_weap_inf_rifle"
OrdnanceName = "usa_weap_inf_rifle_ord"

SecondaryOrdnanceName = "shake_ord"
SecondaryOrdnancePeriod = 1
SecondaryOrdnanceName = "com_weap_inf_chaingun_tracer"
SecondaryOrdnancePeriod = 5

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "all_weap_inf_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_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

Re: 3 Ordnances

Posted: Sun Jul 21, 2013 6:24 pm
by Bob
I think 2 ordenances are the maximum, but why don't you simply apply your explosion to one of the two existing ordenances?