Originally Posted by: Zatsupachi It's MUZZLE01. <- Attach the laser to this bone.
If the weapon has a projectile(and is copied from shell-based weapons), you can just give it a high WeaponSpeed(400~500 speed will do), then have this on the DumbProjectileBehavior.
Code:
Behavior = DumbProjectileBehavior ModuleTag_04
DetonateCallsKill = Yes
FirstPercentIndent = 100%
SecondPercentIndent = 100%
FlightPathAdjustDistPerSecond = 9999
End
If the projectile's code is based off a missile, just give it like 0 turn speed.
I tried. It works... Thx and do you know how to make it shot functionality?
;---------------------------------------------------------------------------
Object InfantryLaserBeam
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXNoise02.tga
NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
InnerBeamWidth = 0.006 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:100 ;The inside color of the laser (hot)
OuterBeamWidth = 20 ;The total width of beam
OuterColor = R:255 G:0 B:0 A:0 ;The outside color of the laser (cool)
Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+)
Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio
TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 500 ;Laser will fade and delete.
;@todo -- add shot ability functionality (instead of instant point A to B)
End
KindOf = IMMOBILE
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
ClientUpdate = LaserUpdate ModuleTag_07
MuzzleParticleSystem = PaladinPointDefenseLaserFlare
TargetParticleSystem = GenericRedLaserFlare
PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 205 ; min lifetime in msec
MaxLifetime = 205 ; max lifetime in msec
End
End