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Force Heal? [Solved]
Posted: Tue Dec 19, 2006 11:48 pm
by PvtParts
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.
Parts
RE: Force Heal?
Posted: Wed Dec 20, 2006 12:07 am
by Teancum
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
RE: Force Heal?
Posted: Wed Dec 20, 2006 12:16 am
by SBF_Dann_Boeing
doesn't that make it do nothing, since it usually only acts when it can effect friends or enemies
RE: Force Heal?
Posted: Wed Dec 20, 2006 12:26 am
by Teancum
Huh. You'd figure the ordnance would still fire.
Posted: Wed Dec 20, 2006 7:29 am
by PvtParts
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...
Code: Select all
rep_weap_inf_master_force_heal.odf
Code: 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"
And..
Code: Select all
rep_weap_inf_master_force_heal_ord.odf
Code: 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"
Posted: Wed Dec 20, 2006 11:57 pm
by [RDH]Zerted
If it doesn't work, I can tell you how to do it in the Lua, but the odf way would be much better.
Posted: Thu Dec 21, 2006 8:41 pm
by PvtParts
Nah it didn't work. Expected effect - no effect, on anyone.
This lua thing, will it work as a weapon.
....I really dont want to go with addhealth...it either does you no good, or unbalances the game.
Posted: Thu Dec 21, 2006 9:25 pm
by Ace_Azzameen_5
Fusion cutter odf, sans msh and set to effect humans.
Posted: Thu Dec 21, 2006 9:33 pm
by PvtParts
to clarify, just call for no msh in odf?
EDIT: works nicely. Only gripe is the lack of any fireing effect at all, but I put in a nice new sound so its all good.
Thanks everyone.
(ps if anyone wants I can post odf, its really simple but whatever)