I didn't check lunatrap's capx (don't have the latest c2 installed), but if it's not using rex's light behaviour then I'd recommend you use that instead of an event-based solution - it's much easier & seems more efficient with lots of laser bounces:
Just apply the Light behaviour to your laser sprite (a thin sprite with the origin at the left side), & with one action it will extend towards a custom obstacle or a sprite with the solid behaviour. You can do this every tick or manually.
After the laser has hit, you then get the hit object's UID, hitX, hitY & a reflection angle (eg. to pick the hit object you would do: Spritename | Pick instance with UID Laser.Light.HitUID)