Skip to content

LaserOuterSpread

How far each channel of a laser beam's glow color may shift at random on each frame.

Specification
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
color (R,G,B)
When omitted
0,0,0

Each of the three numbers is the most that the matching channel of LaserOuterColor may shift up or down. On every frame the beam is drawn, a new random shift is picked for each channel, and the result is kept within 0 to 255. The glow therefore shimmers for as long as the beam lasts. Both glow lines take the same shifted color, and the beam’s core is not affected.

rules.ini
[MyObeliskRay] ; example WeaponType
IsLaser=yes
LaserOuterColor=128,0,0
LaserOuterSpread=40,0,0 ; the glow's red varies between 88 and 168

At normal detail the glow changes only the red of the pixels beneath it, so only the first number has a visible effect. The green and blue numbers show only at the lowest detail setting, which draws the glow as solid lines in its full color. A glow turned off by LaserOuterColor=0,0,0 stays off whatever the spread.

The numbers always come from the weapon in the object’s first weapon slot, even when a laser in the second slot fires.