Beamlasers collide with friendlies...
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Beamlasers collide with friendlies...
...regardless of the weapon's 'collidefriendly' tag
No, they don't cause craters. Something must be wrong with your setup. Here's some code to ponder- it does absolutely zero cratering.
As for the CollideFriendly... yup, that's the case. I really haven't seen it have a significant impact on gamplay, though, even with AvoidFriendly off.
Code: Select all
[SPRINGERGUN]
{
name=Beamer;
rendertype=1;
lineofsight=1;
range=800;
turret=1;
reloadtime=0.5;
noselfdamage=1;
areaofeffect=64;
CollisionSize=8;
//LOOK AND FEEL
BeamLaser=1;
BeamTime=0.25;
RGBcolor=0 0.3 1;
RGBcolor2=1 0.8 0.3;
Thickness=2;
CoreThickness=0.25;
Intensity=0.8;
soundstart=Argh_SmallLaser;
SoundStartvolume=20;
AvoidFriendly=0;
CollideFriendly=0;
tolerance=500;
impulsefactor=0;
impulseBoost=0;
craterMult=0;
craterBoost=0;
explosiongenerator=custom:SPRINGERGUN_FX;
explosionspeed=128;
[DAMAGE]
{
default=0.000001;
ULTRAHEAVY=750;
REFLEC=200;
HEAVY=600;
LIGHT=500;
}
}
Yeah, been doing that trick for a long while. No point in the Default damage tag, other than that the engine requires it, and a bunch of things are tied to it, so I set it to a very, very low level. Seems to work just fine. Just tested on Castle's sand (very deformable) and it's still working perfectly.
I noticed this while making a script for this nice (but terribly set up) model by MR.D. http://taspring.clan-sy.com/phpbb/viewt ... 6&start=40
http://rattle.from-hell.net/spring/deciever.rar (yes I noticed the typo)
Get the unfinished script (and model and everything else, weapons taken from AA).
Simply uncomment the lines in the Create() function (makes it pop up and down) and let it shoot at something. When it closes the firepoint is inside of the unit and it damages it self. Tested this with the 2323 build.
http://rattle.from-hell.net/spring/deciever.rar (yes I noticed the typo)
Get the unfinished script (and model and everything else, weapons taken from AA).
Simply uncomment the lines in the Create() function (makes it pop up and down) and let it shoot at something. When it closes the firepoint is inside of the unit and it damages it self. Tested this with the 2323 build.