Force Heal? [Solved]
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Force Heal? [Solved]
Is it possible to create an area affect buff (like all_weap_inf_buff_health or whatever) that heals the user, without necesarily healing others?
I've been having trouble and frankly am totally lost.
Basically, I want force heal, but its stupid and unrealistic that everytime I want to do it I have to be near an ally. I considered making the conelength/range infinite, thus I would always be near an ally, but then I'd be healing everyone on the map, which, again, is very unrealistic.
I don't mind if it heals people near me, but it absolutely has to work when I am alone.
If anyone has any ideas, by all means let me know. I'd definatly appreciate some help with this because I'm totally lost.
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I've been having trouble and frankly am totally lost.
Basically, I want force heal, but its stupid and unrealistic that everytime I want to do it I have to be near an ally. I considered making the conelength/range infinite, thus I would always be near an ally, but then I'd be healing everyone on the map, which, again, is very unrealistic.
I don't mind if it heals people near me, but it absolutely has to work when I am alone.
If anyone has any ideas, by all means let me know. I'd definatly appreciate some help with this because I'm totally lost.
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RE: Force Heal?
AffectFriends = "0" // default is 1. should the ordnance affect friends.
AffectEnemies = "0" // default is 1. should the ordnance affect enemies.
Put that in your all_weap_inf_buff_health_ord
AffectEnemies = "0" // default is 1. should the ordnance affect enemies.
Put that in your all_weap_inf_buff_health_ord
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RE: Force Heal?
doesn't that make it do nothing, since it usually only acts when it can effect friends or enemies
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RE: Force Heal?
Huh. You'd figure the ordnance would still fire.
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I'll definatly give that a try, but Dann raised a good point.
Usually, though the ordanance will fire perfectly, it will only affect if it affects others, I have AffectEnemies = "0", so those others are my friends.
Now, I know this is setup with the line. So, who knows.
I'll post up the actual odfs, so you all can see what I'm working with and whatnot.
Here are the originals, and this afternoon we'll see if they are going to be changing (AffectFriends = "0") or not. Would AffectPlayer = "1" work?
Anyhow...
And..
Usually, though the ordanance will fire perfectly, it will only affect if it affects others, I have AffectEnemies = "0", so those others are my friends.
Now, I know this is setup with the
Code: Select all
ApplyOnOwnerIfOnOthers = "1"I'll post up the actual odfs, so you all can see what I'm working with and whatnot.
Here are the originals, and this afternoon we'll see if they are going to be changing (AffectFriends = "0") or not. Would AffectPlayer = "1" work?
Anyhow...
Code: Select all
rep_weap_inf_master_force_heal.odfCode: Select all
[WeaponClass]
ClassLabel = "cannon"
[Properties]
OrdnanceName = "rep_weap_inf_master_force_heal_ord"
HUDTag = "hud_health_regen"
RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"
TriggerSingle = "1"
ShotDelay = "0.5"
HeatPerShot = "0.0"
MaxPressedTime = "0.0"
ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"
MinRange = "0"
OptimalRange = "5"
MaxRange = "8"
//Use the offhand shoot_secondary2 anim: (grenade throw, overridden by buff anim)
EnergyDrain = 100.0
InstantPlayFireAnim = 1
OffhandWeapon = 1
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"Code: Select all
rep_weap_inf_master_force_heal_ord.odfCode: Select all
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
BuffHealthTimer = "1"
BuffHealthRate = "100"
PlayEffectOnOwner = "com_force_heal"
AffectEnemies = "0"
ConeLength = "15"
ConeAngle = "360"
FirstRadius = "0.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker
ApplyOnOwnerIfOnOthers = "1"
VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "0.0"
DroidScale = "0.0"
BuildingScale = "0.0"- [RDH]Zerted
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