no weapon and nothing that complicate necessary.
It should be enough to add the key Damage to the upgrade animation in art.ini and give it a negative value.
e.g.
CODE
; Power plant power-up animations
[GAPOWR_B]
Damage=-1
If that doesn't works, then use a workaround via art.ini debris.
[GAPOWR_B]
TrailerAnim=REPAIRME
TrailerSeperation=5 ;raise this to make the repair slower
;don't forget to add this animation to the end of the [Animations] list in rules.ini
[REPAIRME]
Image=CLRANIM ;create a dummy 5x5 pixel anim with 10 empty frames in the shp
Elasticity=0.0
MinZVel=-10.0
MaxXYVel=1.0
ExpireAnim=CLRANIM ;anim necessary or damage won't work
Damage=-1 ;repair the object on the place where this debris was spawned
DamageRadius=64
Warhead=Super ;use the laser warhead (repair warheads with negative verses don't work here iirc)
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=400
DetailLevel=0
Bouncer=yes
[/code]
If that still doesn't work (which i doubt), you can still enhance this by using a repairing particlesystem on the warhead.
Just create a new warhead which you give to the REPAIRME art.ini debris. Then add to the warhead Particle=RepairSys.
Then create the RepairSys particlesystem (clone the gascloud system and give it negative damage; then make sure the cloud/particle disappears after a few frames and not like the gascloud after a long time).
This post has been edited by Lin Kuei Ominae: Jun 1 2012, 11:37 AM