ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Mutation: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
m Replacing Template:TTL with Template:F.
 
(18 intermediate revisions by 11 users not shown)
Line 1: Line 1:
== (by Marshall/martyr) ==
Mutation is the effect caused by Yuri's minor super weapon, the Genetic Mutator. In-game, the super weapon changes any normal infantry within its area of effect (which is the largest of the minor super weapons) into Brutes, which are somewhat modelled on the Incredible Hulk.


1. <b>You can have only one [[infantry]] type that isn't neutral that has been created from mutation logic. But you can have any number of [[infantry]] types that are neutral.</b>
The effect is achieved using [[MakeInfantry]] logic with the warhead that the super weapon uses to kill its targets.


The place that determines the [[infantry]] type(s) created from mutation logic is in [[rules]]md.ini
=See also=
<tt>AnimToInfantry=BRUTE</tt><br>
*{{f|MakeInfantry|link}}
That flag accepts a comma seperated list of [[infantry]] types. You can change/add whatever [[infantry]] types you like.<br>
Later, we will refer to this list by an index number.<br>
For example: <tt>AnimToInfantry=BRUTE,NEWUNIT1,GHOST</tt>
Then; BRUTE=0, NEWUNIT=1, GHOST=2


2. To make the mutated unit player-owned, you must use <tt>InfDeath=9</tt> on the weapon's [[warhead]].<br>
[[Category:Information]]
<tt>MutateWarhead=</tt> and <tt>MutateExplosionWarhead=</tt> are used by the Genetic Mutator Superweapon and have no bearing on this logic.
 
The animation used by InfDeath 9 is determined by the global flag <tt>InfantryMutate=GENDEATH</tt><br>
You can change that animation to something else (but remember to parse any new animation in the <tt>[Animations]</tt> list).
 
3. In artmd.ini, find <tt>[GENDEATH]</tt><br>
The key part of this animation is the flag <tt>MakeInfantry=0</tt><br>
Use this flag on your animation and set it to the index number of the [[infantry]] type from <tt>AnimToInfantry=</tt>
 
Note: You can create [[neutral]] [[infantry]] by not using an <tt>InfDeath=9</tt> weapon (this includes using an animation that is not caused by a weapon:<br>
E.G. Giving <tt>[E1]</tt> the flag <tt>DeathAnims=GENDEAT2</tt> and <tt>[GENDEAT2] MakeInfantry=0</tt> would cause the GI to turn into a [[neutral]] Brute when the GI dies.
 
i.e. You can create multiple mutation weapons as long as they all use <tt>InfDeath=9</tt>, resulting in a player-owned BRUTE (for example - you could change that [[infantry]] type and the animation)
 
Applications:
 
I had the GM superweapon, a mutation point-sniper, and an area effect mutation. <br>
I made them all produce the Brute, but they all worked okay.
 
Important note about mutation weapons: Do not use an area effect weapon if [[paradrop|paratroopers]] are not immune to it - it will cause an [[Internal Error]] if a falling paratrooper is killed by an area effect mutation weapon (point based mutation deaths seem to be okay and just result in the paratrooper exploding). <br>
The GM superweapon seems to have special coding to prevent it causing an error as I have not yet been able to cause one with it.
 
You can have a different player-owned infantry type in different [[game mode]]s. But only ever one player-owned infantry type in each [[game mode]].

Latest revision as of 08:20, 27 November 2009

Mutation is the effect caused by Yuri's minor super weapon, the Genetic Mutator. In-game, the super weapon changes any normal infantry within its area of effect (which is the largest of the minor super weapons) into Brutes, which are somewhat modelled on the Incredible Hulk.

The effect is achieved using MakeInfantry logic with the warhead that the super weapon uses to kill its targets.

See also