Making a Bacta Gun

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
willinator
Major
Major
Posts: 517
Joined: Sun Mar 13, 2011 3:11 pm
Projects :: [Coming of the Sentinels]
Games I'm Playing :: SWBF2 Minecraft Halo
xbox live or psn: PC pwns all!
Location: The rings of Saturn...

Making a Bacta Gun

Post by willinator »

I am making a medic unit for my map, and I want to know how I could get his weapon to work. I want a gun that when active will heal any unit he points it at. I have seen it in "Dark Times," so I know it can work. I looked in the health-droid and bothan spy odfs, and didn't see anything of value (if there is, I must have skipped over it). Any help would be appreciated, thanks.
User avatar
Dakota
Field Commander
Field Commander
Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
xbox live or psn: PS3 beats xbox
Location: at a computer desk floating around in space

Re: Making a Bacta Gun

Post by Dakota »

make an emitter ordanence with a negative amount of damage.

example, get the flamethrower and set the value to a negative and the damage rate on it to a negative for the effect of it giving you health even if you aren't firing (just remove the smolder rate stuff if you don't want it to heal after you stop firing)
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Making a Bacta Gun

Post by THEWULFMAN »

Dakota wrote:make an emitter ordanence with a negative amount of damage.

example, get the flamethrower and set the value to a negative and the damage rate on it to a negative for the effect of it giving you health even if you aren't firing (just remove the smolder rate stuff if you don't want it to heal after you stop firing)


Oh sure, that would totally work. If you wanted to make a death ray. Negative damage values mean infinite values, i.e. instant death to any unit. Unless that type of ordnance works differently than any other ordnance. I've been wrong before.

Instead, use the buff information from the Health Buff the Rebel Bothan has. I can say from experience, it works.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Making a Bacta Gun

Post by AQT »

You can also use a modified "fusion cutter" that can only "repair" units with human and animal HealthType.
User avatar
Dakota
Field Commander
Field Commander
Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
xbox live or psn: PS3 beats xbox
Location: at a computer desk floating around in space

Re: Making a Bacta Gun

Post by Dakota »

THEWULFMAN wrote:
Dakota wrote:make an emitter ordanence with a negative amount of damage.

example, get the flamethrower and set the value to a negative and the damage rate on it to a negative for the effect of it giving you health even if you aren't firing (just remove the smolder rate stuff if you don't want it to heal after you stop firing)


Oh sure, that would totally work. If you wanted to make a death ray. Negative damage values mean infinite values, i.e. instant death to any unit. Unless that type of ordnance works differently than any other ordnance. I've been wrong before.

Instead, use the buff information from the Health Buff the Rebel Bothan has. I can say from experience, it works.
hey wulf, i remember we made a thread on this before and you posted nearly the same comment. at the time we were checking if an explosion could have negative damage and found that it couldn't and only emitter ordanances could... or what AQT said about the fusion cutter that works too but i just like the emitter for more control over the firing.
Post Reply