PWNZOR Posted June 27, 2010 Share Posted June 27, 2010 How does one go about making the Mining Lazer not mine; only shoots lazers in defence (or suicide )? I have this code around line 3324: GunStation { DefaultDamage 1.0 RechargeTime 30.0 WallDestroyTime_Hard 0.0 ; Hard Rock WallDestroyTime_Medium 0.0 ; Loose Rock WallDestroyTime_Loose 0.0 ; Dirt Pilot 1.0:0.6:0.3:0.2 } but it hasn't changed a thing. Can someone help me figure out how to accomplish this? Link to comment Share on other sites More sharing options...
Amauros Posted June 28, 2010 Share Posted June 28, 2010 Hmm.. try removing the walldestroytime lines and see if that doesn't crash the game. :P Link to comment Share on other sites More sharing options...
Cirevam Posted June 28, 2010 Share Posted June 28, 2010 Make the default damage higher so it can kill monsters and just make the destroy times something huge, in the tens of thousands. Unless you have Maxim Lazers you won't be drilling through walls when the times are that high. Link to comment Share on other sites More sharing options...
PWNZOR Posted June 28, 2010 Author Share Posted June 28, 2010 I was going to raise the values once it worked; and it didn't have any times to start with. And Cire, if that will work, why didn't this thange the effect of the laser at all? It didn't take one shot to dill it. Link to comment Share on other sites More sharing options...
Cirevam Posted June 28, 2010 Share Posted June 28, 2010 Oh, I see what's going on. You're editing the wrong values. Search for BigLazer in the CFG and change the values there. The Gunstation mounts a weapon type which you can change and which can be swapped with other weapon types without many problems. Switching the type from one of the mining lazers to a Pusher or a Freezer will remove the reload time on the lazer you're using and give it the default damage for the swapped type, but will not give it any other properties. It will still look like a laser beam, it will still "hold" things when shooting at them, and it will still travel instantly to its target. I don't recommend it since it can cause crashes if you do it wrong, but all of the values necessary to do that are in the Big/Med/SmallLazer entries. Link to comment Share on other sites More sharing options...
RockmoddeR Posted June 28, 2010 Share Posted June 28, 2010 ^^ What he said. (Darn it, I noticed that the first time I saw it...he beat me to it again.) Link to comment Share on other sites More sharing options...
PWNZOR Posted June 28, 2010 Author Share Posted June 28, 2010 Cire, if 'BigLazer' is the Mining Laser, then which Laser(s) are the Chrome Crusher, LMLC, SMLC, and hand laser? Link to comment Share on other sites More sharing options...
Cirevam Posted June 28, 2010 Share Posted June 28, 2010 You can look in the AE files to find out the ones for the vehicles. The LargeDigger's is as follows: BIGlaser Turret_Null,1,MediumLazer BIGLaser = scene file used Turret_Null = family of nulls 1 = specific null to be used from the family MediumLazer = weapon type used So the Chrome Crusher uses the MediumLazer. The hand-held lasers are Pusher, Freezer, and LaserShot (unsure). Those don't appear to have as many editable arguments, but if you add drill times they might knock down walls. Edit: Yes, the Gunstation specifies the laser that it uses. Link to comment Share on other sites More sharing options...
PWNZOR Posted June 28, 2010 Author Share Posted June 28, 2010 Is there an AE file in the buildings, too, that'll tell me the same for the mining laser? (I can't check right now; I'm on my family's Mac) Link to comment Share on other sites More sharing options...
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