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Weapons and ammunition · R.E.P.O. v0.4.0 · read from a local copy

The cart laser

The cart laser is its own item, separate from the cannon.

The laser fitted to the cart in R.E.P.O. is its own weapon: the game gives it hatches, a warning light, a build-up animation and a beam that does its own damage.

What the game establishes

In play

The cart laser is its own item. The game ships it separately from the plain cannon and from anything handheld, which is why the cart can be armed in more than one way.

It has hatches. The laser has hatch parts and separate curves for how they open, which is why it has to unfold before it can fire rather than simply pointing.

It warns before it fires. The game keeps a warning light with an animation curve of its own, so the laser announces what it is about to do.

Firing has a build-up. There is a build-up animation and a sound for the start and the loop of it, which is why the shot can be heard coming.

The beam does its own damage. The laser carries a hurt volume of its own, so what it hits is decided by the beam rather than by the cannon behind it.

It can fire single shots. The laser records whether it is a semi-automatic one, which is why it is a different weapon from the cannon rather than a stronger version of it.

There is more under the shell. A second pair of hatches opens as well, two warning lights each carry a mesh and a light of their own, and the shooting particles and the animation event have transforms of their own, which is why the firing looks like a machine working rather than a sprite.

It shows a screen. The laser has a screen logo of its own, which is why the cart carries information rather than only a barrel.

What this entry does not tell you: how much damage it does, how long the build-up takes, or what it costs. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.