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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... (;_;)
If you're able to figure it out, please share. I'd like to change the laser colors for the turrets in NET.
Anyway, I've just settled on changing the impact effect and left it at that. I'm so tired...
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.
...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.
The type of the CRMaterial must be CRM_VisionLinePreset.
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.
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.
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.