QUOTE (Lin Kuei Ominae @ Jan 17 2011, 10:23 PM)

That's because Particles with BehavesLike=Spark, Smoke, Web or WeakGas can't do any damage. You have to use BehavesLike=Gas or Fire on the Particle.
Yup. The code works. Thanks, LKO. =)
I think it's an interesting feature when it's used on mechanical units. It makes
SelfHealing=yes on ground units less boring to watch.
BehavesLike=Fire doesn't work based on my observations, though.
Apparently, it only works on weapons.---------
Also, I still don't understand this part.
QUOTE (Lin Kuei Ominae @ Nov 18 2010, 06:22 PM)

I don't think there's a way to do this with anims or PSs, because both would also repair/damage the building.
Using an art.ini anim with negative damage doesn't works. So you're forced to use art.ini debris spawned by the activeanim. However, even if the art.ini debris allow to use a certain warhead (like repair WH with neg verses), the debris still damage the building. Regardless if they have negative damage or positive damage with negative warhead verses and they need at least +1 or -1 damage to use the warhead (with Damage=0 the warhead is ignored).
Thus the building would slowly get destroyed.
You can of course assign a repair particlesystem to the warhead to counter the damage effect of the debris, but this would heal the building also when it got damaged by the enemy.
So, does that mean that whatever weapons the enemy uses will not damage, but instead, repair the building?
This post has been edited by Chris Ichikawa: Jan 20 2011, 12:05 PM