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Damage in width?


sandor87a

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I have an admin weapon to mine resources. I would like to make a shot with this weapon and that he removes several blocks in width ...... does anyone have an idea?

 

<item name="Adminwaffe">
<property name="DisplayType" value="adminRanged"/>
<property name="HoldType" value="6"/>
<property name="Meshfile" value="Items/Weapons/Ranged/MP5/MP5Prefab"/>
<Property name="TintColor" value="255,160,160"/>
<property name="CustomIcon" value="gunSMG5"/> <property name="CustomIconTint" value="ffa0a0"/>
<property name="Material" value="Morganic"/>
<property name="Stacknumber" value="1"/>
<property name="DegradationBreaksAfter" value="true"/>
<property name="Degradation" value="99999" param1="true"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="CrosshairUpAfterShot" value="false"/>
<property name="CrosshairOnAim" value="true"/>
<property class="Action0">
	<property name="Class" value="Ranged"/>
	<property name="Hitmask_override" value="Melee"/>
	<property name="Delay" value="0.000"/>
	<property name="Range" value="300"/>
	<property name="Single_magazine_usage" value="true"/>
	<property name="Infinite_ammo" value="true"/>
	<property name="Magazine_items" value="ammo9mmBullet"/>
	<property name="Reload_time" value="0.0"/>
	<property name="Sound_start" value=""/>
	<property name="Sound_repeat" value=""/>
	<property name="Sound_end" value=""/>
	<property name="Sound_empty" value="weapon_empty"/>
	<property name="Sound_reload" value="mp5_reload"/>
	<property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
	<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
</property>
<property class="Action1">
	<property name="Class" value="Zoom"/>
	<property name="Zoom_max_out" value="55"/>
	<property name="Zoom_max_in" value="55"/>
</property>
<effect_group name="Base Effects">
	<passive_effect name="ModSlots" operation="base_set" value="0"/>
	<passive_effect name="RoundsPerMinute" operation="base_set" value="9999"/>
	<passive_effect name="BurstRoundCount" operation="base_set" value="9000"/>
	<passive_effect name="EntityDamage" operation="base_set" value="0"/>
	<passive_effect name="BlockDamage" operation="base_set" value="20000"/>
	<passive_effect name="MaxRange" operation="base_set" value="200"/>
	<passive_effect name="SpreadDegreesVertical" operation="base_set" value="0"/>
	<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="0"/>
	<passive_effect name="SpreadMultiplierAiming" operation="base_set" value="0"/>
	<passive_effect name="SpreadMultiplierHip" operation="base_set" value="0"/>
	<passive_effect name="KickDegreesVertical" operation="base_set" value="0"/>
	<passive_effect name="KickDegreesHorizontal" operation="base_set" value="0"/>
	<display_value name="dRecoil" value="0" />
	<passive_effect name="DegradationMax" operation="base_set" value="6000"/>
	<passive_effect name="DegradationPerUse" operation="base_set" value="0"/>
</effect_group>
</item>

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