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Laser weapon not showing up
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hbr
Civilian


Joined: 28 Jul 2013

PostPosted: Sun Apr 27, 2014 7:05 am    Post subject:  Laser weapon not showing up
Subject description: Works on vehicle classes, but not on my building
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I have a turret that I would like to fire a laser at aircraft. This weapon logic works on two tanks, each with similar code. I copied and renamed one of the weapons to put onto a turret, but the turret won't display the actual housecolor laser, it does everything else fine. Anyone have any ideas?

working tank weapon
Code:

[RoboAALaser]
Damage=10
ROF=1
Range=16
Speed=100
Projectile=Invisible4
Warhead=RoboWarhead
LaserOuterSpread=0,0,0
LaserDuration=2
IsLaser=true
IsHouseColor=true
Report=LaserCosmoAttack

[RoboWarhead]
Verses=100%,90%,80%,150%,120%,80%,35%,60%,35%,50%,100%
InfDeath=4
Wall=yes

[Invisible4]
Inviso=yes
Image=none
AA=yes
AG=no


not working turret weapon
Code:

[SonicLaser]
Damage=10
ROF=1
Range=16
Speed=100
Projectile=Invisible4
Warhead=RoboWarhead
LaserOuterSpread=0,0,0
LaserDuration=2
IsLaser=true
IsHouseColor=true
Report=LaserCosmoAttack


Anyone have any ideas? Even if I use the exact weapon on the building turret that my tank uses, it still doesn't show the laser.

Here's the building code if necessary
Code:
[GASONIC]
UIName=Name:GASONIC
Name=Allied AA Gun
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=8
Prerequisite=GATECH
;Prerequisite=GASPYSAT,GACNST,GATECH
Adjacent=4
Sight=12
;RequiresStolenAlliedTech=yes
ROT=11
Owner=British,French,Germans,Americans,Alliance
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1250
Soylent=400
BaseNormal=no
Points=30
Power=-200
Crewed=no
Primary=SonicMissile
Secondary=SonicLaser
LandTargeting=0
NavalTargeting=6
Capturable=false
DamageSound=BuildingMetalDamaged
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=3
ThreatPosed=1
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=GASONICT
TurretAnimIsVoxel=false
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no
Drainable=yes
AntiInfantryValue=10
AntiArmorValue=20
AntiAirValue=25
BuildTimeMultiplier=.00008
BuildLimit=4
TurretRotateSound=GrandCannonRotate

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Apr 27, 2014 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you even sure it is firing it?

I don't know your verses setup for the SonicMissile primary and if its also AA.

Two weapons are normally separated by either one firing air and other ground or else by means of the verses to switch between the weapon handling specific armors, else only primary is typically fired or it may default to the one with most range.

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hbr
Civilian


Joined: 28 Jul 2013

PostPosted: Sun Apr 27, 2014 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Are you even sure it is firing it?

I don't know your verses setup for the SonicMissile primary and if its also AA.

Two weapons are normally separated by either one firing air and other ground or else by means of the verses to switch between the weapon handling specific armors, else only primary is typically fired or it may default to the one with most range.


yeah it fires and everything. It shows a little invisible ripple like effect, it just doesn't display the color of the laser. I have another structure that did show a different ground to ground laser and that worked. I'm at a loss.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Apr 27, 2014 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I would take VHPScan away if your using lasers, it is for missiles intended and check you have defined SecondaryFireFLH= in buiding art but lack of it wouldn't usually cause issue apart enforcing 0,0,0 as source.

Either way, something wrong with the building & its code/weapons handling if laser is drawn from units but not from this building using same, you could also try switching weapons around with primary and secondary if it show laser then.

Your using Ares I suppose since you mentioned ripple unless meant just an shp.

Last edited by ApolloTD on Sun Apr 27, 2014 7:37 am; edited 1 time in total

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sun Apr 27, 2014 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I would try a non-house colour to see if it shows up then, like for example 255,0,0.
But as mentioned it might be something about the primary weapon. Maybe try changing their places(secondary to primary,primary to secondary) to test if that changes anything?

EDIT: I wrote 30 seconds too late...

By the way, VHPScan seems to work just fine on lasers.

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hbr
Civilian


Joined: 28 Jul 2013

PostPosted: Sun Apr 27, 2014 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I'm using Ares .6.

I switched them primary to secondary and it prevented the firing of both weapons.
I also tried a non-house color, no success.

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