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Laser Beam Projectors

Posted: Sat Aug 05, 2017 9:53 pm
by Stanton_Blackbyrd
How would one go about making these little devices actually targetable & destructible via conventional means? In the game's code, it says that both "LaserTrigger" and "BeamTrigger" are vulnerable to "Shot" damage, but using a sniper rifle or pistol with max. damage upgrades & max Rifle & Pistol skills against them doesn't even manage to slightly dent these objects.

Re: Laser Beam Projectors

Posted: Sun Aug 06, 2017 3:40 am
by Cybernetic pig
Damage upgrades? You managed to setup modding GMDX then I take it.

Check out the parent class:

Code: Select all

function PostBeginPlay()
{
	if ( !bInitiallyActive )
		FindTriggerActor();
	if ( TriggerType == TT_Shoot )
	{
		bHidden = false;
		bProjTarget = true;
		DrawType = DT_None;
	}
		
	Super.PostBeginPlay();
}
bProjTarget is false by default and only set true if TriggerType=TT_Shoot. To resolve, simply write bProjTarget=True in LaserTrigger.uc default properties.

This is without having tried it myself and only looking into it briefly, so don't be upset if I'm wrong.

Re: Laser Beam Projectors

Posted: Sat Apr 08, 2023 6:55 am
by Jack90
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