How I add damage to force push?

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How I add damage to force push?

Postby DaviidHL » Sun May 27, 2018 10:54 am

How I add damage to force push?

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Re: How I add damage to force push?

Postby Marth8880 » Sun May 27, 2018 1:23 pm

Code: Select all
Damage = "however much damage it should do"

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Re: How I add damage to force push?

Postby DaviidHL » Sun May 27, 2018 2:28 pm

I added 50 damage and not worked in com_weap_inf_force_push_ord
(The black text are the things that I edited and not worked)
(It also happens with com_weap_inf_force_choke and com_weap_inf_force_lightning_ord)


[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Explosion = "com_weap_inf_force_push_exp"

ConeLength = "20"
ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "4" // 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 = "50" // 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 = "80" // 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 = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

Push = "10.0"

AffectFriends = "0"


//LightningEffect = ""
//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

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