Stranded: Alien Dawn

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Laser Turret beam colour
I'm working on a mod right now and one of the features I wanted to implement involves changing the colour of the Laser Turret's beam. I already managed to change the colour of the Flamethrower's flame, so I know the methods I was using worked, but I can't seem to make it happen for the Laser Turret.

Am I missing something, or is it just not possible?
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正在显示第 1 - 15 条,共 15 条留言
injto4ka 30 9 月 16 日 上午 9:38 
The lasor beam is not a standard fx. There should be a constant responsible for its color, so maybe look for it in the Const Editor.
Thanks for the reply. I've looked in constants as well when I tried changing the FX actor for the custom turret and even that did nothing to that accursed beam. No luck so far.

Ngl, all the effort and time I've spent so far on what I thought would be a simple change has so far only made me want to unalive myself even faster. Now all my dreams of laser turrets firing greenish cancer beams will remain unfulfilled... (;_;)
Mantastic 29 9 月 18 日 上午 10:15 
The laser beam FX in the game are the bane of my modding existence. Lol. Really the weapon FX in general as the way they're handled is inconsistent and not intuitive if you're deviating from anything that's already pre-set in vanilla.

If you're able to figure it out, please share. I'd like to change the laser colors for the turrets in NET.
Unfortunately, I've pretty much given up and effed off. I already wasted most of my off days on this... AND I STILL NEED TO DO MY LAUNDRY! :lunar2019madpig:

Anyway, I've just settled on changing the impact effect and left it at that. I'm so tired...
Mantastic 29 9 月 19 日 下午 2:27 
A noble effort!
injto4ka 30 9 月 22 日 上午 8:43 
To change the color of all lasers you need to Change Property on PersistedRenderVars --> CRMaterial --> LaserBeam --> fill_color
Mantastic 29 9 月 22 日 上午 9:42 
引用自 injto4ka
To change the color of all lasers you need to Change Property on PersistedRenderVars --> CRMaterial --> LaserBeam --> fill_color

You are, as always, our SAD hero. Gonna play with this tonight.

But like you said, that will change it for all of them. Is it possible to change it for specific building objects? I assume that would require copying->pasting all of it's FX bits and bobs, giving it a new name, changing the fill_color there, and assigning it to said building objects.
injto4ka 30 9 月 22 日 上午 10:22 
To change the color of a custom laser: Create a CR Material from type CRM_VisionLinePreset with ID equal to the used weapon ID. This is only supported via SAD_CommonLib.
I... I love you...

...No homou though.

Even with the idiot proof guide here, I still can't get it to work. I can change the colour for all turrets just fine, but my goal was for a custom colour for a new turret.

I made a new entry on the group ModItemCRMaterial then pasted the settings of the LaserBeam preset. I then modified the fill_color to blue to make changes obvious.

First I tried the LaserBeam id. All good, it changed the colour so that works at least. Then I tried the weapon id. No luck. Turret id did the same. Composite body id next. No bueno. Fx Actor id? Lol, lmao even.

Then I tried doing the same thing all over again but with the group changed to CommonPersistedRenderVars and PersistedRenderVars just to be through, but it was not daijoubu.

Now I'm feeling like that guy from Golden boy when he went swimming.

Dam, I'm so tired, gonna sleep and try again later after work.
最后由 LegendOfDasDesu 编辑于; 9 月 23 日 上午 12:56
injto4ka 30 9 月 24 日 上午 11:16 
The vanilla laser turret uses a weapon id "TurretLaser". You can try to create a CRMaterial with that ID and to change the color. It works on my end. If your special turret uses another weapon ID, then you must use the same id for the CRMaterial.
The type of the CRMaterial must be CRM_VisionLinePreset.
最后由 injto4ka 编辑于; 9 月 24 日 上午 11:17
I finally got it! I now have a custom turret with a brilliant blue pulsating laser beam! HAHA!

I don't know why I never tried it with the default turret weapon, but when I tested it the colour change was successful, though for some reason the method I was using yesterday to make a new CRMaterial no longer worked:

New => ActionFX => CR Material
Copy from group = CRMaterial
Copy from = LaserBeam
ShaderName = laser_line

I used to be able to create a new CRMaterial with the following steps, but now I fail either step 3 or 4, and ShaderName stays at default_mesh. Or maybe I'm remembering the steps wrong?

Anyway, when I tested it with the default weapon, it worked and changed the colour, but still failed when I changed the name back to the custom turret. I fiddled with the custom turrets's id a bit but then got it to work. Guess there was a mismatch of id's somewhere, though I don't know where since everything was already working perfectly before.

Thank you very much for the help. You've earned credit in my mod at the very least.
Mantastic 29 9 月 25 日 上午 10:22 
Awesome!
Mantastic 29 10 月 10 日 下午 1:34 
So now I'm curious. Is it possible to make this same alteration to other weapon FX like bullets and Pulse Rifle shockwaves?
引用自 Mantastic
So now I'm curious. Is it possible to make this same alteration to other weapon FX like bullets and Pulse Rifle shockwaves?

Sure. I changed up all the effects for all the new buildings I added on my mod. The only reason I was having trouble with the laser colour is that the effect wasn't attached to a specific weapon like EVERY F*CKING ELSE.
Mantastic 29 10 月 14 日 下午 2:15 
Cool, because I'd like to change the bullet and pulse rifle FX colors for weapons in my NET mod. I'll have a gander at your mod to reference what you did. Since they're not just buildings I'm wanting to change, that may or may not work, but we'll see.

Still blows my mind how super special laser FX are implemented in this game. Buildings only, and even then it's a pain in the arse.
最后由 Mantastic 编辑于; 10 月 14 日 下午 2:16
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