AmmoBar Property [Vietnam]

Usage:
   ObjectTemplate.AmmoBar image

Argument values:

argument 1:    "Menu/hud/Ammo_Meter_Box.tga", "Menu/hud/guage03empty.tga"

Description: This property is used exclusively in Battlefield Vietnam. Equivalent to SetAmmoBar.

Related properties: AmmoBarFill, AmmoBarPosX, AmmoBarPosY, AmmoBarSize, AmmoBarTextPosX, AmmoBarTextPosY, GUIIndex

Used in object types (and how often in each type): HandFireArms (37%)

Used in a total of 34 .con files: Objects.con

Parent directory of these .con files: vietnamObjects/HandWeapons

Example: (from vietnamObjects/HandWeapons/Ak47/Objects.con)
   ObjectTemplate.Create HandFireArms Ak47
   ObjectTemplate.NetworkableInfo HandFireArmsInfo
   ObjectTemplate.ProjectileTemplate Ak47Projectile
   rem ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_UNIFORM/2/4/0
   ObjectTemplate.ProjectilePosition 0/0/0
   ObjectTemplate.MagSize 30
   ObjectTemplate.NumOfMag 5
   ObjectTemplate.MagType 0
   ObjectTemplate.Reloadtime 3.8
   ObjectTemplate.RoundOfFire 9
   ObjectTemplate.AiTemplate multishotAI
   ObjectTemplate.HasDynamicShadow 1
   ObjectTemplate.ZoomFov 0.5
   ObjectTemplate.AltFireOnce 1
   ObjectTemplate.SoldierZoomFov 0.6
   ObjectTemplate.SoldierZoomPosition -0.03/-0.04/0.0
   ObjectTemplate.SoldierCameraPosition -0.03/-0.04/0.0
   ObjectTemplate.AddRootSpeed 0
   ObjectTemplate.AmmoType 1
   ObjectTemplate.GUIIndex 3
   ObjectTemplate.SetHudAmmoType ATAmmoBar
   ObjectTemplate.AmmoBar "Menu/hud/Ammo_Meter_Box.tga"
   ObjectTemplate.AmmoBarFill "Menu/hud/Ammo_Meter_Box_full.tga"
   ObjectTemplate.AmmoBarSize 58
   ObjectTemplate.AmmoBarPosX -187
   ObjectTemplate.AmmoBarPosY 36
   ObjectTemplate.AmmoBarTextPosX 52
   ObjectTemplate.AmmoBarTextPosY -1
   ObjectTemplate.CrossHairType CHTCrossHair
   Rem *** Deviation Begin *****
   rem ** FireDev harge large a reticule/how quickly it expands/how quickly it returns
   rem ** setDevMod(float devModStand, float devModCrouch, float devModLie, float devModZoomedFactor)
   rem ** Mindev sets the size of the reticule/deviation of bullets
   rem ** Turndev setTurnDev(float max, float addPitch, float addYaw, float sub)
   rem ** SpeedDev setSpeedDev(float max, float addForward, float addStrafe, float sub)
   rem ** MiscDev setMiscDev(float max, float addJump, float sub)
   ObjectTemplate.Velocity 1600
   ObjectTemplate.SetRecoilForceUp CRD_UNIFORM/0.6/0.25/0
   ObjectTemplate.SetRecoilForceLeftRight CRD_UNIFORM/-0.2/0.2/0
   ObjectTemplate.SetHasRecoilForce 1
   ObjectTemplate.SetGoBackOnRecoil 1
   ObjectTemplate.SetFireDev 2.5 0.85 0.15
   ObjectTemplate.SetDevMod 1.1 1.0 0.9 0.8
   ObjectTemplate.SetMinDev 0.6
   ObjectTemplate.SetTurnDev 0.9 0.2 0.2 0.175
   ObjectTemplate.SetSpeedDev 0.9 0.2 0.2 0.1
   ObjectTemplate.SetMiscDev 2.5 0.7 0.1
   Rem *** Deviation End *****
   ObjectTemplate.FireInCameraDof 1
   ObjectTemplate.LoadSoundScript Sounds/Ak47.ssc
   ObjectTemplate.CreateSkeleton animations/Ak47.ske
   ObjectTemplate.UseSkeletonPartAsMain Base
   rem *** LodObject must be located as first child to work on handweapons.
   ObjectTemplate.AddTemplate Ak47Lod
   ObjectTemplate.AddTemplate e_MuzzAK47
   rem ObjectTemplate.inputId -1
   rem ObjectTemplate.startoneffects 0
   ObjectTemplate.SetPosition 0/0.07/0.75
   ObjectTemplate.SetRotation 0/0/0
   ObjectTemplate.AddTemplate e_shellAK47
   rem ObjectTemplate.inputId -1
   rem ObjectTemplate.startoneffects 1
   ObjectTemplate.SetPosition 0.01/0.12/0.48
   ObjectTemplate.SetRotation 0/0/0


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