Usage:
ObjectTemplate.HeatAddWhenFire
number
Argument values:
argument 1: | range is 0.02 to 0.13; most commonly 0.04 |
Description: Some weapons, such as machineguns, can overheat if fired continuously too long. When this happens, the gun locks up until it cools down enough to fire again.
This property adds heat to heat bar per round fired. This value is the fraction of the total heat bar, not a fraction of a bar. When the heat reaches 1.0 or greater, the weapon is overheated for TimeDelayOnOverHeat seconds. In the .con files you will see values like 0.03, 0.04, 0.05 for this value. The Calliope Sherman tank uses 0.13 per shot, so 8 shots would overheat it; in practice, 9 shots overheat it, as the CoolDownPerSec rate cools the weapon (even when firing).
This property affects the heat bar, but the heat bar itself can have a different meaning if VelocityDependentOnHeat is set to 1. When that property is set, the amount the heat bar reaches determines the velocity of the object, i.e. how far you throw the grenade. A right-click-hold when using a grenade builds up this "heat" until release.
Related properties: CoolDownPerSec, TimeDelayOnOverHeat, VelocityDependentOnHeat
Used in object types (and how often in each type): FireArms (17%), HandFireArms (9%)
Used in a total of 32 .con files: Objects.con, Weapons.con
Parent directories of these .con files: objects/Vehicles, objects/Stationary_Weapons, objects/HandWeapons
Example: (from objects/Stationary_Weapons/Mg42/Objects.con)
ObjectTemplate.Create FireArms MG42
ObjectTemplate.SaveInSeparateFile 1
ObjectTemplate.SetNetworkableInfo Vehicle_MG42_Info
ObjectTemplate.Geometry MG42_m1
ObjectTemplate.AiTemplate MG42
ObjectTemplate.ProjectileTemplate MG42_Projectile
ObjectTemplate.SetTracerTemplate Tracer_Projectile CRD_NONE/2/0/0
ObjectTemplate.ProjectilePosition 0/0/2
ObjectTemplate.MagSize 500
ObjectTemplate.NumOfMag 1
ObjectTemplate.MagType 0
ObjectTemplate.Reloadtime 0.1
ObjectTemplate.RecoilSpeed 50.0
ObjectTemplate.RoundOfFire 15
ObjectTemplate.AutoReload 1
ObjectTemplate.SetFireCameraShakeAnimationState FireMachineGunShake
Rem *** Deviation Begin *****
ObjectTemplate.Velocity 1000
ObjectTemplate.SetFireDev 0.9 0.25 0.05
ObjectTemplate.SetMinDev 0.7
Rem *** Deviation End *****
ObjectTemplate.FireInCameraDof 1
ObjectTemplate.HeatAddWhenFire 0.04
ObjectTemplate.CoolDownPerSec 0.4
ObjectTemplate.TimeDelayOnOverHeat 2
rem Looks good but doesn't work with the current IK
rem ObjectTemplate.addSkeletonIK Bip01_R_Hand 0.00/-0.03/0.02 0/0/90
rem ObjectTemplate.addSkeletonIK Bip01_L_Hand -0.0/0.09/0.15 0/-80/0
rem ObjectTemplate.addSkeletonIK Bip01_R_Hand 0.10/-0.03/0.22 0/0/90
rem ObjectTemplate.addSkeletonIK Bip01_L_Hand -0.10/-0.03/-0.22 0/0/-90
ObjectTemplate.AddSkeletonIK Bip01_R_Hand 0.04/-0.03/-0.07 0/80/90
ObjectTemplate.AddSkeletonIK Bip01_L_Hand -0.05/0.10/-0.18 0/-160/-20
ObjectTemplate.AddTemplate e_MuzzHeavy
ObjectTemplate.Startoneffects 1
ObjectTemplate.SetPosition 0/0.1/0.8
ObjectTemplate.SetRotation 0/0/0
ObjectTemplate.AddTemplate e_shell792mm
ObjectTemplate.Startoneffects 1
ObjectTemplate.SetPosition 0.01/0.07/0.37
ObjectTemplate.SetRotation 0/0/0
rem *** Sound Browning ***
ObjectTemplate.LoadSoundScript Sounds/mg42.ssc
Go to the ObjectTemplate properties list page, ObjectTemplate page, All Properties list, or Main scripting page.