ok i think i have one...
Go to the "RangerAdvancedCombatRifle" and paste this code over the original one:
PrimaryDamage = 10.0
PrimaryDamageRadius = 25.0
SecondaryDamage = 5.0
SecondaryDamageRadius = 75.0
AttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
FireFX = WeaponFX_NapalmMissileDetonation
FireOCL = OCL_RadiationFieldSmall
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
AntiGround = Yes
DamageDealtAtSelfPosition = Yes
End
...it looks so freggin messed up... I used to have a code where, the ranger would go up to what it wanted to attack, rub up against it basically, then what it attack would catch on fire...i think that one is:
PrimaryDamage = 15.0 ;30.0
PrimaryDamageRadius = 10.0
DamageType = PARTICLE_BEAM
DeathType = BURNED
WeaponSpeed = 250 ; dist/sec
; FireFx left commented out to illustrate particle presence is on object
;FireFX = WeaponFX_SmallFireFieldWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
End
i think you have to put that one over the "RangerFlashBangGrenadeWeapon" tho.
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