HeatAddWhenFire Property

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


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