2025-08-23 06:41 CEST

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IDProjectCategoryView StatusLast Update
0000465Spring engineGeneralpublic2013-10-26 19:15
ReporterP3374H 
Assigned ToKloot 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionno change required 
Product Version 
Target VersionFixed in Version 
Summary0000465: Beamlasers cannot be fired from the script
DescriptionAs the summary states, beamlasers do not work with emit-sfx. Everything else does...just not beamlasers. The weapon is fired, more or less (the flare thing at the firing point shows up), but there is no actual beam emitted. This occurs with both a single point as a firing point, two vertices forming an edge, and with a face or 3d model.

http://xta.wolfgame.org/screen198.jpg
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

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-Notes

~0000784

KDR_11k (reporter)

Beamlasers with a very short beamtime (0.06 works) can be force fired, only ones with longer beamtime don't show up. Both Dozerz and Kernel Panic make use of that.

In the meantime I'd recommend just firing short-lived beamlasers every frame or so for the time the beam should remain.

~0000787

FLOZi (reporter)

I thought there was also an issue with script-firing ballistic weapons?

~0000791

P3374H (reporter)

Ok, this does work with very small beamtimes...it would be nice if it worked with longer ones though.

~0011854

Kloot (developer)

old + pretty sure they can now
+Notes

-Issue History
Date Modified Username Field Change
2007-03-14 03:35 P3374H New Issue
2007-03-14 09:38 KDR_11k Note Added: 0000784
2007-03-14 14:09 FLOZi Note Added: 0000787
2007-03-15 04:36 P3374H Note Added: 0000791
2013-10-26 19:15 Kloot Note Added: 0011854
2013-10-26 19:15 Kloot Status new => closed
2013-10-26 19:15 Kloot Assigned To => Kloot
2013-10-26 19:15 Kloot Resolution open => no change required
+Issue History