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Problem with laser burniness http://45.55.195.193/viewtopic.php?f=73&t=21186 |
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Author: | carriontrooper [ Thu Jan 20, 2011 6:53 am ] | ||
Post subject: | 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.
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Author: | none [ Fri Jan 21, 2011 7:16 pm ] | ||
Post subject: | 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.
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