aidenpons Posted April 2, 2015 Share Posted April 2, 2015 Simply said, lasers fired from vehicles or from the Gunstation don't always hit walls. Normally you'd see the effect of bits coming off the wall, but nope. It also won't destroy the wall this way: all it does is chew up crystals. As you might have seen from my Loader Dozer, I have been screwing around with the game. I've noticed that it happens on some walls but not on others: I don't think it's something to do with the laser. Perhaps it might be that there's nothing behind the wall I'm shooting at? (wouldn't seem to be from my other tests) My Loader Dozer's lasers work perfectly fine on the wall (but they're a different type). Oh, and if you were thinking that maybe Aiden had been silly and made the Mining Laser not able to drill (?) walls, that's a nope, as it can whereas my Loader Dozer (which can't) works fine. Link to comment Share on other sites More sharing options...
Cirevam Posted April 13, 2015 Share Posted April 13, 2015 Give us the WeaponTypes { section from your CFG and the AE for your Gunstation. I'm guessing the laser isn't defined correctly in the AE. You might as well give us the AE for the Loader Dozer too since its lazers work. Link to comment Share on other sites More sharing options...
aidenpons Posted April 13, 2015 Author Share Posted April 13, 2015 On 4/13/2015 at 2:32 AM, Cirevam said: I'm guessing the laser isn't defined correctly in the AE. I haven't changed the .ae of the Gunstation at all, unless it's something about the pivots, but here goes: Gunstation.ae Reveal hidden contents Lego* { Scale 1.0 ; Shape 0,-1:0,-1 ; DepositNullName Deposit_Null yPivot LPGunPivot xPivot LPGunMain PivotMaxZ 0.5 FireNullName Fire_NULL Upgrades { Level0000 { Turret GunPivot_Null,1,Gunstation } Level0001 { DTurret GunPivot_Null,1,Gunstation } } Activities { Activity_Stand Stand Activity_Teleport Create Activity_Explode Explode } Stand { FILE Gunstation TRANSCOEF 0.0 LWSFILE TRUE } Create { FILE Gunstation_tele TRANSCOEF 0.0 LWSFILE TRUE } Explode { FILE GunstationBlow2 LWSFILE TRUE } } WeaponTypes Reveal hidden contents BigLazer { ;mounted on All Terrain Laser Cutter DefaultDamage 10.0 RechargeTime 60.0 WeaponRange 280.0 WallDestroyTime_Hard 8.0 ; Hard Rock WallDestroyTime_Medium 6.0 ; Loose Rock WallDestroyTime_Loose 4.0 ; Dirt DischargeRate 0.1 RockMonster 05.0 IceMonster 01.0 LavaMonster 01.0 Scorpion 1.0 Spider 2.0 Snake 10.0 ; Shelob 1.0 Pilot 1.0:0.6:0.3:0.2:0.2 Bulldozer 0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1 } SmallLazer { ;mounted on Defense Units and the Loader Dozer DefaultDamage 15.0 RechargeTime 30.0 WeaponRange 200.0 WallDestroyTime_Hard 0.0 WallDestroyTime_Medium 0.0 WallDestroyTime_Loose 0.0 DischargeRate 0.20 Scorpion 9.0 Spider 10.0 Snake 5.0 ; Shelob 2.0 Pilot 20:20:20:20:20 Bulldozer 0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1 RockMonster 27.0 IceMonster 18.0 LavaMonster 34.0 } MediumLazer { ;mounted on Chrome Chrusher, it might need a bit of an upgrade DefaultDamage 10.0 RechargeTime 40.0 WeaponRange 240.0 WallDestroyTime_Hard 12.0 WallDestroyTime_Medium 10.0 WallDestroyTime_Loose 6.0 DischargeRate 0.2 Scorpion 3.0 Spider 5.0 Snake 5.0 ; Shelob 1.0 Pilot 20:20:20:20:20 Bulldozer 0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1 RockMonster 15.0 IceMonster 10.0 LavaMonster 20.0 } GunStation { ;mounted on Mining Laser SlowDeath 1.0:1.0 DefaultDamage 10.0 RechargeTime 25.0 WeaponRange 480.0 WallDestroyTime_Hard 7.0 ; Hard Rock WallDestroyTime_Medium 3.0 ; Loose Rock WallDestroyTime_Loose 2.0 ; Dirt DischargeRate 0.08 ;This is the actual laser, so if you have two then it is like firing one twice in terms of crystals drained. Pilot 20:20:20:20:20 Bulldozer 0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1:0.1 Scorpion 3.7 Spider 5.0 Snake 10.0 ; Shelob 3.0 RockMonster 8.0 IceMonster 6.0 LavaMonster 13.0 } Bulldozer.ae Reveal hidden contents Lego* { Scale 1.0 WheelMesh Bigwheel WheelNullName Btyre_null CameraNullName CAMERA_NULL CameraNullFrames 2 CarryNullName LPBDcarry_null CarryNullFrames 2 WheelRadius 6.0 FireNullName fire_null xPivot Rotator PivotMaxZ 0.25 PivotMinZ -0.25 mediumpoly { Mainvech VLBD_mainvech ScoopB VLBD_scoop BDbackD VLBD_BackD BDbackC VLBD_BackC Chain VLBD_chain } Upgrades { Level0000 { ; '000' represents a three bit binary number for each type of upgrade... ; All the parts in every section will be removed when any other level is selected... ; Format (No spaces are allowed in the second column: ; <Upgrade part (defined in Lego.cfg)> [TAB] <Null object name>,<Null instance (1-n)> ; Object Null ;Binary sequence order is [carry] [scan] [speed] [drill] ;therefore a vehicle with carry and speed upgrade will be 1010 CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 } Level1000 { BD_UPGRADE_ALL UPGRADE_NULL,1 small_laser LPBDcarry_NULL,1,SmallLazer small_laser LPBDcarry_NULL,2,SmallLazer CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 } Level0100 { BD_UPGRADE_ALL UPGRADE_NULL,1 BIGRADAR BULLradar_NULL,1 CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 } Level0010 { BD_UPGRADE_ALL UPGRADE_NULL,1 BD_Speed_up SPEED_NULL,1 CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 } Level1010 { BD_UPGRADE_ALL UPGRADE_NULL,1 BD_Speed_up SPEED_NULL,1 small_laser LPBDcarry_NULL,1,SmallLazer small_laser LPBDcarry_NULL,2,SmallLazer CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 } Level1100 { BD_UPGRADE_ALL UPGRADE_NULL,1 BIGradar BULLradar_NULL,1 CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 small_laser LPBDcarry_NULL,1,SmallLazer small_laser LPBDcarry_NULL,2,SmallLazer } Level0110 { BD_UPGRADE_ALL UPGRADE_NULL,1 BD_Speed_up SPEED_NULL,1 BIGradar BULLradar_NULL,1 CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 } Level1110 { BD_UPGRADE_ALL UPGRADE_NULL,1 BD_Speed_up SPEED_NULL,1 BIGradar BULLradar_NULL,1 small_laser LPBDcarry_NULL,1,SmallLazer small_laser LPBDcarry_NULL,2,SmallLazer CAB BDcab_NULL,1 LIGHT BDlight_NULL,1 LIGHT BDlight_NULL,2 } } LowPoly { ; Decreasing LOD from medium to low mainvech VLBD_MainVech scoopB VLBD_scoop chain VLBD_chain BDbackD VLBD_backD BDbackC VLBD_backC lightB VLBD_light } ; } Activities { Activity_Stand Stand Activity_Route Route Activity_TeleportIN TeleportIN !Activity_HitLeft HitLeft !Activity_HitRight HitRight !Activity_HitFront HitFront !Activity_HitBack HitBack Activity_Clear Flatten } Route { FILE LPBD_Drive TRANSCOEF 0.0 LWSFILE TRUE } Stand { FILE LPBD_tickoverup TRANSCOEF 0.0 LWSFILE TRUE } HitLeft { FILE LPBD_DNHitLeft TRANSCOEF 0.0 LWSFILE TRUE } HitRight { FILE LPBD_DNHitRight TRANSCOEF 0.0 LWSFILE TRUE } HitFront { FILE LPBD_DNHitFront TRANSCOEF 0.0 LWSFILE TRUE } HitBack { FILE LPBD_DNHitBehind TRANSCOEF 0.0 LWSFILE TRUE } Flatten { FILE LPBD_ScoopPat TRANSCOEF 0.0 LWSFILE TRUE } Raise { FILE LPBD_Raisebucket TRANSCOEF 0.0 LWSFILE TRUE } Lower { FILE LPBD_Lowerbucket TRANSCOEF 0.0 LWSFILE TRUE } TeleportIN { FILE S_Teleport_bull TRANSCOEF 0.0 LWSFILE TRUE } } Also, I seem to recall this working incorrectly with other lasers, like the ones on the Large Mobile Laser Cutter and the Chrome Crusher. But as I said, it's only SOME of the time... I may as well dump that here as well. Chrome Crusher (which all I've maybe done is change the Pivot values) Reveal hidden contents Lego* { Scale 1.0 WheelMesh Bigwheel WheelNullName tyre_null CameraNullName CAMERA_NULL CameraNullFrames 2 DrillNullName Drilltip_NULL WheelRadius 6.0 FireNullName fire_null xPivot rotator PivotMaxZ 0.2 Mediumpoly { Diggerbody VLPD_MAIN } Upgrades { Level0000 { ; '000' represents a three bit binary number for each type of upgrade... ; All the parts in every section will be removed when any other level is selected... ; Format (No spaces are allowed in the second column: ; <Upgrade part (defined in Lego.cfg)> [TAB] <Null object name>,<Null instance (1-n)> ; Object Null ;Binary sequence order is [carry] [scan] [speed] [drill] ;therefore a vehicle with carry and speed upgrade will be 1010 drill Drill_Null,1 BIGradar Upgrade_Null,1 BIGlaser Turret_Null,1,MediumLazer BDengine Upgrade_Null,1 ;BDlights Turret_null,1 CAB DIGcab_NULL,1 Light DIGlight_NULL,1 Light DIGlight_NULL,2 } Level0001 { drill Drill_Null,1 drill Drill_Null,2 BDgunfix Turret_Null,1 BDengine Upgrade_Null,1 BIGlaser BDgun_null,1,MediumLazer BIGradar BDradar_null,1 ;BDlights BDgun_null,1 CAB DIGcab_NULL,1 Light DIGlight_NULL,1 Light DIGlight_NULL,2 ; LaserPulse BDgun_null,1 } Level0010 { drill Drill_Null,1 BIGradar Upgrade_Null,1 BIGlaser Turret_Null,1,MediumLazer BDengineU Upgrade_Null,1 ;BDlights Turret_null,1 CAB DIGcab_NULL,1 Light DIGlight_NULL,1 Light DIGlight_NULL,2 ; LaserPulse Turret_NULL,1 } Level0011 { drill Drill_Null,1 drill Drill_Null,2 BDgunfix Turret_Null,1 BDengineU Upgrade_Null,1 BIGlaser BDgun_null,1,MediumLazer BIGradar BDradar_null,1 ;BDlights BDgun_null,1 CAB DIGcab_NULL,1 Light DIGlight_NULL,1 Light DIGlight_NULL,2 ; LaserPulse BDgun_null,1 } } LowPoly { ; Decreasing LOD from medium to low Digger_body LD_main diggerback LD_bucket diggercotpit LD_C_Pit diggerlight LD_Light01 digbodlight digbodlight dig_pipe LD_PipeL } Activities { Activity_Stand Stand Activity_Route Route Activity_Drill Drill Activity_TeleportIN TeleportIN !Activity_HitLeft HitLeft !Activity_HitRight HitRight !Activity_HitFront HitFront !Activity_HitBack HitBack } Route { FILE digdriving TRANSCOEF 0.0 LWSFILE TRUE } Stand { FILE digIdle TRANSCOEF 0.0 LWSFILE TRUE } Drill { FILE digDRILL TRANSCOEF 0.0 LWSFILE TRUE } HitLeft { FILE diglefthit TRANSCOEF 0.0 LWSFILE TRUE } HitRight { FILE digrighthit TRANSCOEF 0.0 LWSFILE TRUE } HitFront { FILE digfronthit TRANSCOEF 0.0 LWSFILE TRUE } HitBack { FILE digbackhit TRANSCOEF 0.0 LWSFILE TRUE } Drill { FILE digdrill TRANSCOEF 0.0 LWSFILE TRUE } TeleportIN { FILE S_Teleport_B_DIG TRANSCOEF 0.0 LWSFILE True } } Large Mobile Laser Cutter (or as I've renamed it, the All Terrain Laser Cutter) Reveal hidden contents Lego* { Scale 1.0 WheelMesh BigWheel WheelNullName tyre_NULL CameraNullName CAMERA_NULL CameraNullFrames 2 ; DrillNullName Drill_Null WheelRadius 6.0 xPivot rotator PivotMaxZ 0.2 FireNullName Fire_NULL MediumPoly { BM_MainBody L_BM_MainBody } Upgrades { Level0000 { ; '000' represents a three bit binary number for each type of upgrade... ; All the parts in every section will be removed when any other level is selected... ; Format (No spaces are allowed in the second column: ; <Upgrade part (defined in Lego.cfg)> [TAB] <Null object name>,<Null instance (1-n)> ; Object Null BIGlaser BM_TurretNULL,1,BigLazer CAB BMcab_NULL,1 LIGHT BMlight_NULL,1 LIGHT BMLight_NULL,2 tube BM_TurretNULL,1 } Level0100 { ;Scan ;Note : Scan_Up_NULL is part of the BM_SingleLaser/BM_DoubleLaser scene LMLPradar Animparentnull,1 BIGlaser BM_TurretNULL,1,BigLazer CAB BMcab_NULL,1 LIGHT BMlight_NULL,1 LIGHT BMLight_NULL,2 tube BM_TurretNULL,1 } Level0001 { ;Drill DLaser BM_TurretNULL,1,BigLazer CAB BMcab_NULL,1 LIGHT BMlight_NULL,1 LIGHT BMLight_NULL,2 tube BMDLASER_NuLL,1 tube BMDLASER_NuLL,2 } Level0101 { ;Scan + Drill DLaser BM_TurretNULL,1,BigLazer LMLPradar Animparentnull,1 CAB BMcab_NULL,1 LIGHT BMlight_NULL,1 LIGHT BMLight_NULL,2 tube BMDLASER_NuLL,1 tube BMDLASER_NuLL,2 } } Activities { Activity_Stand Stand Activity_Route Route Activity_TeleportIN TeleportIN !Activity_HitLeft HitLeft !Activity_HitRight HitRight !Activity_HitFront HitFront !Activity_HitBack HitBack !Activity_TickOver TickOver } Stand { FILE BM_Drive TRANSCOEF 0.0 LWSFILE TRUE } Route { FILE BM_Drive2 ; TRANSCOEF 0.35 LWSFILE TRUE } HitLeft { FILE BM_HitL TRANSCOEF 0.0 LWSFILE TRUE } HitRight { FILE BM_HitR TRANSCOEF 0.0 LWSFILE TRUE } HitFront { FILE BM_HitF TRANSCOEF 0.0 LWSFILE TRUE } HitBack { FILE BM_HitB TRANSCOEF 0.0 LWSFILE TRUE } TickOver { FILE BM_Tickover TRANSCOEF 0.0 LWSFILE TRUE } TeleportIN { FILE S_Teleport_L_MLP TRANSCOEF 0.0 LWSFILE True } } Link to comment Share on other sites More sharing options...
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