How I add damage to force push?
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How I add damage to force push?
How I add damage to force push?
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Re: How I add damage to force push?
Code: Select all
Damage = "however much damage it should do"
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- Private Third Class
- Posts: 52
- Joined: Thu Apr 05, 2018 11:48 am
- Projects :: Kashyyyk Droid Invasion
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Re: How I add damage to force push?
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
(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