Some scripts written by Vloktboky and documented by Jonathan Wilson:
KAK_Give_Powerup_On_Pickup (when the collectable item this is attatched to is collected, it gives you a powerup)
	Powerup_Preset (powerup to give)

KAK_Select_Weapon_Zone (when this zone is entered or exited, it selects a weapon on the char the entered/exited the zone)
	Weapon_Preset (wespon to select)
	OnEnter (0 = dont select, 1 = select)
	OnExit (0 = dont select, 1 = select)

KAK_Select_Weapon_On_Pickup (when the collectable item this is attatched to is picked up, it selects a weapon on the char that picked it up)
	Weapon_Preset (weapon to select)

KAK_Harvester_Logic (script for AI harvester controler)
	Harvester_Preset (harvester preset)
	Explosion_Preset (preset to use for explosion to clear area before spawning harvester)

KAK_Harvester_Attached (script to attatch to harvester)
	LogicID (ID of the object with KAK_Harvester_Logic attatched)
	Number_Of_Paths (how many waypaths)
	Waypath1_Dock2Field (waypath 1 from dock to field)
	Waypath1_Field2Dock (waypath 1 from field to dock)
	Waypath1_Tib_Zone (centerpoint for the first tiberium zone)
	Waypath2_Dock2Field (waypath 2 from dock to field)
	Waypath2_Field2Dock (waypath 2 from field to dock)
	Waypath2_Tib_Zone (centerpoint for the second tiberium zone)
	Waypath3_Dock2Field (waypath 3 from dock to field)
	Waypath3_Field2Dock (waypath 3 from field to dock)
	Waypath3_Tib_Zone (centerpoint for the third tiberium zone)
	Harvest_Animation (animation for when its harvesting, repeats for the whole harvesting time. Set to the string 0 if you dont want the effect)
	Dock_Animation (animation for when it docks, plays once. Set to the string 0 if you dont want the effect)
	Tiberium_Idle_Time (how long to harvest for)
	Dock_Location (location to dock at)
	Dock_Idle_Time (how long to dock for)
	Dock_Credits (how much credits to give when docked)
	Harvester_Create_Idle_Time (how long to wait when a harvester is blown up before re-creating it. Doesnt affect the harvester created at startup)
	Crystal_Preset (preset for the tiberium crystal effect. Set to the string 0 if you dont want the effect)

KAK_Harvester_Kill (script attatched to refinery to make the harvesting stop when the refinery is killed. Can also stick on power plant or anything else that should stop the harvesting when it dies)
	LogicID (ID of the object with KAK_Harvester_Logic attatched)

KAK_Harvester_Spawn_Kill (stick this on anything. When whatever its on is killed, no more harvesters will be respawned. But harvesting will continue)
	LogicID (ID of the object with KAK_Harvester_Logic attatched)

These scripts are intended for an AI controlled harvester that has some advantages to the built in logic.
The only difference is that the harvester spawns from the refinery dock instead of being created at the weapons factory (but to do the latter would require a bunch of difficult to code logic)
Another thing to note is that the Crystals appear on the field the harvester is heading to only and they are only visible from the time the harvester starts going to the field.

How to set up:
1.create a clone of the daves arrow
2.change the model from o_davesarrow.w3d to your harvester model. Leave all other settings unchanged (it will still remain invisible in game)
3.attatch KAK_Harvester_Logic to the script, using the correct harvester preset and explosion. Make sure the explosion does enough damage to kill anything in the harvester spawn area.
4.place this object in the dock bay of the refinery. Make sure its facing the way the harvester has to face when it unloads.
5.attatch KAK_Harvester_Kill to whatever objects are appropriate to attatch it to, setting the parameter appropriatly.
6.create the tiberium field(s) in the usual way (with the texture and the material settings, this will make it deadly to infantry).
7.create both waypoints for each field (or just have one)
8.set up the harvester (with the animations if you want them)
9.set up the tiberium crystal preset if you want it
10.put KAK_Harvester_Attached on the harvester preset, with all parameters set as appropriate

Note that these scripts dont have the regular "credit trickle" effect of the refinery. If you want that, there are ways to get it (for example using GTH_Credit_Trickle)
