SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Requests => Topic started by: Unit 33 on April 21, 2012, 04:56:47 AM

Title: [SOLVED] Healing Gun
Post by: Unit 33 on April 21, 2012, 04:56:47 AM
It does indeed work, the bots even use it properly!
[spoiler][WeaponClass]
ClassLabel = "repair"

[Properties]
IconTexture = "IMP_fusioncutter_icon"

MuzzleFlashEffect = "repairkit"
Discharge = "small_smoke_effect"

GeometryName = "imp_weap_inf_fusioncutter"
HighResGeometry         = "imp_1st_weap_inf_fusioncutter"

RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"

AnimationBank = "tool"
FirePointName = "hp_fire"

WEAPONSECTION = 1

ModeTexture = "HUD_weap_repair"
//ModeTextureColor = "42 235 42 100"
//ReticuleTexture = "reticule_00"

ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"

TargetEnemy = "0"
TargetNeutral = "1"
TargetFriendly = "1"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

LockOnRange = 3.0
LockOnAngle = 30.0

PersonHealth = 60
VehicleHealth = 60
BuildingHealth = 60
BuildingBuild = 30
BuildingRebuild = 20
DroidHealth = 20

//RecoilLengthLight        = "0.15"
//RecoilLengthHeavy        = "0.1"
//RecoilStrengthLight      = "1"
//RecoilStrengthHeavy      = "1"

FireSound = ""
//FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = "com_weap_inf_fusioncutter_fire"
ReloadSound = "imp_weap_inf_reload_med"
ChargeSound = ""
//ChangeModeSound = ""
OverheatSound     = "com_weap_energy_depleted"
OverheatSoundPitch  = "0.5"
OverheatStopSound   = "com_weap_energy_refilled"
WeaponChangeSound = "imp_weap_inf_equip_sm"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "imp_weap_inf_pistol_mvt_jump"
LandSound           = "imp_weap_inf_pistol_mvt_land"
RollSound           = "imp_weap_inf_pistol_mvt_roll"
ProneSound          = "imp_weap_inf_pistol_mvt_squat"
SquatSound          = "imp_weap_inf_pistol_mvt_lie"
StandSound          = "imp_weap_inf_pistol_mvt_getup"
[/spoiler]


I was just wondering within the realms of possibility and I thought...

How about a healing gun?

I have two suggestions for how it might work:

1.Works like the health/ammo dispenser but doesn't drop in an arc so it can be fired over a distance, it would also have a different model than the health kit... I guess?
It would fire one shot at a time, like a sniper launcher... with a lot less ammo.

2.Other-wise is there a way of in-cooperating the healing abilities of the Medical Droid into a weapon; it would appear like the beam-cannon?

This would amount to an improved "Medic Unit" replacing Pilots on maps where there are no vehicles.
Title: Re: [Idea/Request] Healing Gun
Post by: Shazam on April 21, 2012, 06:11:03 AM
Dang, Unit. You've got some good ideas! That sounds cool, I have always found the defalt medical dispensers hard to use when you have a teammate trapped somewhere with low health. You almost always have to risk your death (they wouldn't get health/ammo anyways) just to get them a medpack. I've found even "medpack" throwing (similar to mine throwing) is limited.  :confused:
Title: Re: [Idea/Request] Healing Gun
Post by: Breakdown on April 21, 2012, 07:53:39 AM
Ah! I remember a long time ago I successfully made a healing gun. I believe all I did was take a normal gun's damage values and change them to negative. At least, that's what I think I did. It's been such a long time I could be horribly wrong.

Hope I did some help!
Title: Re: [Idea/Request] Healing Gun
Post by: Shazam on April 21, 2012, 08:02:00 AM
That sounds like it would heal the opposing team's units, as well. That would be cool, but I think Unit was talking about shooting medpacks of some sort. I could be wrong.
Title: Re: [Idea/Request] Healing Gun
Post by: Unit 33 on April 21, 2012, 08:07:14 AM
As long as the effect works, well that's fine and dandy.

The only issue with negative damage is that it would have no affect on teammates with TK off.
Title: Re: [Idea/Request] Healing Gun
Post by: Breakdown on April 21, 2012, 08:14:07 AM
I'm pretty sure that's what I did, not sure about it's effect on enemies though. I looked into the fusion cutter ODF if I recall correctly. Just take a look at the fusion cutter and you can probably copy it to affect players.

Healing enemies could be an issue, but I thought there were parameters that could fix that.

Sorry for speaking hypothetically this entire time, it's been a long time since I looked at an ODF.
Title: Re: [Idea/Request] Healing Gun
Post by: Snake on April 21, 2012, 08:50:33 AM
I will test out abunch of theories, including BD's and let you know which one works.
Title: Re: [Idea/Request] Healing Gun
Post by: Unit 33 on April 21, 2012, 09:33:17 AM
Yes please do, since I am inept at hex editing.

I could, however make a new gun skin for it.
Title: Re: [Idea/Request] Healing Gun
Post by: Sereja on April 21, 2012, 09:38:30 AM
Of course it works, in my released sides mod, ewok can cure rebels, and the droids can repair each ather. All you have to do it is edit fusion cutter .odf.
Title: Re: [Idea/Request] Healing Gun
Post by: Snake on April 21, 2012, 09:44:03 AM
Well the negative damage on guns just makes them useless, it doesnt add health. I tried just making the health dispenser shoot far and that worked pretty good. I think the fusion cutter would be the best.
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