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Weird laser texture problem [Solved]

Posted: Fri Mar 28, 2014 12:09 pm
by Anakin
Hi,

i thought it's easy to change a laser's color. But it seams it is not.

rep_weap_autoturret_bldg.odf
Hidden/Spoiler:
[code]
[WeaponClass]
ClassParent = "com_weap_inf_autoturret"

[Properties]
OrdnanceName = "rep_weap_autoturret_ord"

//**********************************************
//****************** SOUND *********************
//**********************************************
[/code]
rep_weap_autoturret_ord.odf
Hidden/Spoiler:
[code]
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "rc_laser_blue"

LaserLength = "2.5"
LaserWidth = "0.1"

LaserGlowColor = "0 95 169 225"
LightColor = "0 95 169 225"
LightRadius = "0.1"

LifeSpan = ".8"
Velocity = "500.0"
Gravity = "1.0"
Rebound = "0.0"

MaxDamage = "150.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "120.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 95 169 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 95 169 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "0.1"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_blasterimpact"
ImpactEffectRigid = "com_sfx_blastermark"
ImpactEffectStatic = "com_sfx_blastermark"
ImpactEffectTerrain = "com_sfx_blastermark_terrain"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_blastermark"
ExpireEffect = "com_sfx_blastermark"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

[/code]
The rc_laser_blue texture is in the common/effect/ folder and is also used here and just works fine. So i have no idea why it works there but not for the autoturret.
I'm sure it's a very simple misstake, but i'm searching it for month and cannot find it. I also made lots of manuel cleans, but that doesn' work eighter.
rep_Weap_dc15s_side_arm_ord.odf
Hidden/Spoiler:
[code]
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]

LaserTexture = "rc_laser_blue"
LaserGlowColor = "0 95 169 225"
LightColor = "0 95 169 225"
LaserLength = "1.0"
LaserWidth = "0.1"
GlowLength = "3"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

HeatRecoverRate = "1.20"
HeatThreshold = "0.1"
HeatPerShot = "0.01"

LifeSpan = "0.8"
Velocity = "500.0"

MaxDamage = "100.0"
VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
[/code]

Re: weired laser texture problem

Posted: Fri Mar 28, 2014 12:11 pm
by THEWULFMAN
Most likely the reason is that somewhere you're loading another autoturret. You can only have one autoturret weapon, it's one of the limitations.

http://www.gametoast.com/viewtopic.php?f=27&t=13034

First one on the list actually.

Re: weired laser texture problem

Posted: Fri Mar 28, 2014 12:28 pm
by Marth8880
You know, I've never really quite understood that limitation; in Unification, the Rocket Drone and Assault Drone are both dispensable turrets, yet they are perfectly able to have different weapons. :o I did notice, however, that I was oddly not able to have multiple artillery auto-turrets that would use different ordnance. :cpu: I have a feeling that this limitation may just be restricted to ODFs loaded in ingame.lvl or something. (Both of my drones are loaded in the Geth' ODF lvl.)

Re: weired laser texture problem

Posted: Fri Mar 28, 2014 12:30 pm
by THEWULFMAN
Actually I should clarify. Pretty sure our understanding was that you can only load one of each ordnance type. One bolt, one beacon, etc. Anakin is probably trying to load two bolt type autoturret ordnances.

Re: weired laser texture problem

Posted: Fri Mar 28, 2014 12:31 pm
by Marth8880
I see. Huh. Interesting, and it would make total sense, seeing as how the Assault Drone uses bolts and the Rocket Drone uses missiles. :o

Re: weired laser texture problem

Posted: Fri Mar 28, 2014 2:02 pm
by Anakin
You are right the cis has also an autoturret with red laser. And the cis is loaded after the rep in the lua.
So there is no way to fix that??
Or is there an other ord type for lasers??

Re: weired laser texture problem

Posted: Fri Mar 28, 2014 2:51 pm
by Bob
Usually it's sufficient to not have several autoturrets sharing a parent odf, but give each their own one. Or none if you put all the stuff into a single odf. I had 6 different autoturrets in the Strangers mod this way.

Re: weired laser texture problem

Posted: Sat Mar 29, 2014 10:48 am
by Anakin
That works just fine. Thanks for the tipp ;)