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 Problem with laser burniness 
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Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Problem with laser burniness
Okay, so I tried making the SET Dual Incinerator laser to not shoot off the Apis' hand; So I tried making its HitsMOs = 0 via Lua. But then hijinks ensue and I ended up with a laser that incinerate actors and rapes terrain... But here's the problem: sometimes the Lua script throws an Error: operator not defined.
How do I fix this?

Here's the things I changed in Laser.ini:
Code:
//ROUNDS------------------------------------

AddEffect = MOPixel
   PresetName = Laser Cannon Particle
   Mass = 0.1
   GlobalAccScalar = 0
   RestThreshold = -100
   LifeTime = 1000
   Sharpness = 6
   HitsMOs = 0
   GetsHitByMOs = 0
   ScriptPath = SET.rte/Weapons/NoHit.lua
   Color = Color
      R = 200
      G = 200
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 200
         G = 200
         B = 255
      TrailLength = 10000
   ScreenEffect = ContentFile
      FilePath = SET.rte/FX/YellowSmall.bmp
   EffectStartTime = 0
   EffectStopTime = 700
   EffectStartStrength = 1.0
   EffectStopStrength = 0.0
   EffectAlwaysShows = 1


and attached is the .lua in a .rar. It also sometimes backfires on the firer, and this is not wanted.


Attachments:
NoHit.rar [622 Bytes]
Downloaded 146 times
Thu Jan 20, 2011 6:53 am
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Joined: Fri Dec 18, 2009 11:00 pm
Posts: 167
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Post Re: Problem with laser burniness
Here you go,

Set FireVelocity = 0 on the round and MuzzleOffset vector to x = 0, y = 0 in your ini file for the gun.

Enjoy.


Attachments:
NoHit.rar [673 Bytes]
Downloaded 141 times
Fri Jan 21, 2011 7:16 pm
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