Force Lightning Crashes in MP

Started by Phobos, April 11, 2013, 12:07:37 AM

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Force Lightning is crashing in multiplayer but not in singleplayer on my mod maps. Anyone know how to fix this? Here are my ODFs:

rep_weap_inf_arccaster.odf
[spoiler][WeaponClass]

ClassLabel = "cannon"

[Properties]
IconTexture = "stats_deaths"

//GeometryName = "invisweap"
//HighResGeometry        = "rep_1st_weap_inf_rifle"

ChargeUpEffect = "chargeup"
MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

RoundsPerClip = "0"
ReloadTime = "3.0"
HeatRecoverRate = "0.3"
HeatThreshold = "0.0"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

AnimationBank = "lightsabre"
//Use the lightsabre force-push animation
FireAnim = "2"
//FirePointName = "hp_fire"

ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

OrdnanceName = "rep_weap_inf_arccaster_ord"

TriggerSingle = "1"
ShotDelay = "0.8"
HeatPerShot = "0.42"
MaxPressedTime = "2.25"

PitchSpread = "0.0"
YawSpread = "0.0"

SpreadPerShot = "0.0"//1.2
SpreadRecoverRate = "0.0"//0.08
SpreadThreshold = "0.0"//0.03
SpreadLimit = "0.0"

StandStillSpread = "0.0"//0.4
StandMoveSpread = "0.0"//0.9
CrouchStillSpread = "0.0"//0.1
CrouchMoveSpread = "0.0"//0.6
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

LockOnRange              = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

ChargeRateLight          = "1.0"
MaxChargeStrengthLight  = "1.0"
ChargeDelayLight        = "0.0"
ChargeRateHeavy          = "1.0"
MaxChargeStrengthHeavy  = "0.5"
ChargeDelayHeavy        = "2.2"

RecoilLengthHeavy        = "0.25"
RecoilStrengthHeavy      = "2"
RecoilDecayHeavy        = "0.0"

FireSound        = "rep_weap_inf_arccaster_fire"
//ReloadSound      = "rep_weap_inf_reload_med"
WeaponChangeSound = "rep_weap_inf_equip_med"
ChangeModeSound = "rep_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_weapon_empty"
ChargeSound        = "rep_weap_inf_arccaster_charge"
ChargeSoundPitch  = "0.05"
OverheatSound     = "com_weap_energy_depleted"
OverheatSoundPitch  = "0.5"
OverheatStopSound   = "com_weap_energy_refilled"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound    = ""
ClankRightRunSound  = ""
JumpSound            = "rep_weap_inf_rifle_mvt_jump"
LandSound            = "rep_weap_inf_rifle_mvt_land"
RollSound            = "rep_weap_inf_rifle_mvt_roll"
ProneSound          = "rep_weap_inf_rifle_mvt_squat"
SquatSound          = "rep_weap_inf_rifle_mvt_lie"
StandSound          = "rep_weap_inf_rifle_mvt_getup"

NextCharge = 0.25
HeatPerShot = "0.6"
//AmmoPerShot = 1

NextCharge = 0.5
HeatPerShot = "0.65"
//AmmoPerShot = 2

NextCharge = 0.75
HeatPerShot = "0.8"
//AmmoPerShot = 3

NextCharge = 0.99
HeatPerShot = "1.0"
//AmmoPerShot = 4
[/spoiler]

rep_weap_inf_arccaster_exp.odf
[spoiler][ExplosionClass]

ClassLabel = "explosion"   

[Properties]
WaterEffect = "watersplash_md"

Effect = "com_sfx_weap_emp_exp_md" 

Push = "0.0"
PushRadius = "0.0"

Damage = "50.0"
DamageRadius = "1.0"

VehicleScale = "1.0"
ShieldScale = "0.1"
PersonScale = "0.75"
DroidScale = "1.0"
AnimalScale = "0.75"

SoundProperty = "rep_weap_inf_arccaster_exp"
[/spoiler]

rep_weap_inf_arccaster_ord.odf
[spoiler][OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "watersplash_ord"

ConeLength = "30"
ConeAngle = "50"
FirstRadius = "2.0"
MaxTargets = "8"

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "150"
MaxDamage = "300"
JumpDeduction = "75"
DamageThreshold = "75"
MaxJumpDistance = "20"

VehicleScale = "0.0"
ShieldScale = "4.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.05"

Push = "0.0"
LightningEffect = "arccaster_lightning"
[/spoiler]