BlastAmmoCount Property [Vietnam]

Usage:
   ObjectTemplate.BlastAmmoCount boolean

Argument values:

argument 1:    1; most commonly 1

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

Used in object types (and how often in each type): HandFireArms (1%)

Used in one .con file: vietnamObjects/HandWeapons/MBerg500/Objects.con

Example: (from vietnamObjects/HandWeapons/MBerg500/Objects.con)
   ObjectTemplate.Create HandFireArms MBerg500
   ObjectTemplate.HasDynamicShadow 1
   ObjectTemplate.NetworkableInfo HandFireArmsInfo
   ObjectTemplate.ProjectileTemplate ShotgunProjectile
   ObjectTemplate.ProjectilePosition 0/0/0
   ObjectTemplate.MagSize 6
   ObjectTemplate.NumOfMag 4
   ObjectTemplate.MagType 0
   ObjectTemplate.Reloadtime 4
   ObjectTemplate.RoundOfFire 1
   ObjectTemplate.FireOnce 1
   ObjectTemplate.AiTemplate shotgunAI
   ObjectTemplate.ZoomFov 0.7
   ObjectTemplate.AltFireOnce 1
   ObjectTemplate.SoldierZoomFov 0.5
   ObjectTemplate.HasDynamicShadow 1
   ObjectTemplate.SoldierZoomPosition -0.01/-0.01/0.1
   ObjectTemplate.SoldierCameraPosition 0.01/-0.04/0.1
   ObjectTemplate.AddRootSpeed 0
   ObjectTemplate.AmmoType 1
   ObjectTemplate.BlastAmmoCount 1
   ObjectTemplate.AddFireArmsPosition 0/0.03/0 0/-1/0
   ObjectTemplate.AddFireArmsPosition -0.03/0/0 -0.5/1/0
   ObjectTemplate.AddFireArmsPosition 0.03/0/0 0.5/1/0
   ObjectTemplate.AddFireArmsPosition -0.015/-0.03/0 -1/-0.5/0
   ObjectTemplate.AddFireArmsPosition 0.015/-0.03/0 1/-0.5/0
   rem ObjectTemplate.minDamage 0.5
   rem ObjectTemplate.distToStartLoseDamage 20
   rem ObjectTemplate.distToMinDamage 40
   rem ObjectTemplate.autoReload 1
   ObjectTemplate.GUIIndex 16
   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)
   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 200
   ObjectTemplate.SetRecoilForceUp CRD_UNIFORM/4.8/1.7/0
   ObjectTemplate.SetRecoilForceLeftRight CRD_UNIFORM/-0.1/-0.3/0
   ObjectTemplate.SetHasRecoilForce 1
   ObjectTemplate.SetGoBackOnRecoil 1
   ObjectTemplate.SetFireDev 4.0 1.9 0.1
   ObjectTemplate.SetDevMod 1.2 1.2 0.95 0.7
   ObjectTemplate.SetMinDev 1.5
   ObjectTemplate.SetTurnDev 0.85 0.2 0.2 0.175
   ObjectTemplate.SetSpeedDev 0.85 0.2 0.2 0.1
   ObjectTemplate.SetMiscDev 4.0 2.0 1.5
   rem *** Deviation End *****
   ObjectTemplate.FireInCameraDof 1
   ObjectTemplate.LoadSoundScript Sounds/MBerg500.ssc
   ObjectTemplate.CreateSkeleton animations/MBerg500.ske
   ObjectTemplate.UseSkeletonPartAsMain MBerg500
   rem *** LodObject must be located as first child to work on handweapons.
   ObjectTemplate.AddTemplate MBerg500Lod
   ObjectTemplate.AddTemplate e_MuzzShotgun
   rem ObjectTemplate.inputId -1
   rem ObjectTemplate.startOnEffects 0
   ObjectTemplate.SetPosition 0/0.045/0.85
   ObjectTemplate.SetRotation 0/0/0
   ObjectTemplate.AddTemplate e_Shell9mm
   rem ObjectTemplate.inputId -1
   rem ObjectTemplate.startOnEffects 0
   ObjectTemplate.SetPosition 0/0.01/0.29
   ObjectTemplate.SetRotation 0/0/0


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