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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-24-2003, 03:50 PM   #11 (permalink)
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Quote:
Originally Posted by Malc
Nope, still technical difficulties maybe theres a damage type like heal or something?
I think you may be in luck. Not sure but I think there IS a HEAL damage type.
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Old 07-24-2003, 03:56 PM   #12 (permalink)
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Nope that didn't work heres the code I used,

Code:
;------------------------------------------------------------------------------
Weapon SamaritanGun
  PrimaryDamage               = 20.0
  PrimaryDamageRadius         = 0.0
  ScatterRadiusVsInfantry = 5.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 130.0
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
  DamageType              = HEAL
  DeathType               = NORMAL
  WeaponSpeed             = 400                           ; dist/sec
  WeaponRecoil            = 2                            ; angle to deflect the model when firing
  ProjectileObject        = GenericTankShell
  FireFX                  = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  FireSound               = CrusaderTankWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 1500               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  ProjectileCollidesWith  = STRUCTURES WALLS
End
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Old 07-25-2003, 07:10 AM   #13 (permalink)
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dude I tried the same thing in my mod, Project Raptor, and I have added sciences, superweapons, and so on and I still couldn't figure it out so I suggest you teart the beta inis appart until you find the code there.
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Old 07-25-2003, 07:50 AM   #14 (permalink)
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good idia if you can get it to work
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Old 07-25-2003, 07:55 AM   #15 (permalink)
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would be cool but can't get it
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Old 07-25-2003, 07:58 AM   #16 (permalink)
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Quote:
Originally Posted by Vanguard
would be cool but can't get it to work
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Old 07-25-2003, 10:45 AM   #17 (permalink)
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Use the 'weapon' method like in TS and RA2. The DamageType is HEALING, not HEAL.
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Old 07-25-2003, 08:44 PM   #18 (permalink)
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not to be disrespectful and argue but I already tried the weapon thing and it didn't work sorry Dee, but if it would work then it would be awsome.
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Old 07-26-2003, 06:28 AM   #19 (permalink)
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Search for a post by ravage, he used that method and it worked fine for him
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Old 07-26-2003, 06:32 AM   #20 (permalink)
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sorry but i don't think that's "fine"...you still need forcefire the weapon,not automatically like in TS/RA2.
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