Making a Bacta Gun
Moderator: Moderators
- willinator
- Major

- Posts: 517
- Joined: Sun Mar 13, 2011 3:11 pm
- Projects :: [Coming of the Sentinels]
- xbox live or psn: PC pwns all!
- Location: The rings of Saturn...
Making a Bacta Gun
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.
- Dakota
- Field Commander

- Posts: 991
- Joined: Mon Dec 06, 2010 8:21 pm
- Projects :: making random weapon assets
- xbox live or psn: PS3 beats xbox
- Location: at a computer desk floating around in space
Re: Making a Bacta Gun
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)
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
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

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Making a Bacta Gun
You can also use a modified "fusion cutter" that can only "repair" units with human and animal HealthType.
- Dakota
- Field Commander

- Posts: 991
- Joined: Mon Dec 06, 2010 8:21 pm
- Projects :: making random weapon assets
- xbox live or psn: PS3 beats xbox
- Location: at a computer desk floating around in space
Re: Making a Bacta Gun
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.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.
