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Re-worded to describe logic as MakeInfantry rather than mutation, also added more info about mutation effect in game.
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Mutation is the effect caused by the Yuri [[Superweapon]], the Genetic Mutator. In game, the superweapon changes any normal infantry in its radius of effect (which is the largest of the minor superweapons) into Brutes, which are somewhat modelled in the Incredible Hulk. Code wise, the effect is created by the use of the MakeInfantry tag on the death animation the superweapon uses to kill its targets.  
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.


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


1. <b>You can have only one [[infantry]] type that isn't neutral that has been created from MakeInfantry logic. But you can have any number of [[infantry]] types that are neutral.</b>
=See also=
*{{f|MakeInfantry|link}}


The place that determines the [[infantry]] type(s) created from MakeInfantry logic is in [[rules]]md.ini
[[Category:Information]]
<tt>AnimToInfantry=BRUTE</tt><br>
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 MakeInfantry unit player-owned, you must use <tt>InfDeath=9</tt> on the weapon's [[warhead]].<br>
<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 weapons that result in the same effect as the Genetic Mutator as long as they all use <tt>InfDeath=9</tt>, resulting in a player-owned Brute by default, but there is no reason why you cannot change this to a different infantry unit.
 
Applications:
 
You could have a GM superweapon, a mutation point-sniper, and an area effect mutation with them all resulting in Brutes or an other infantry of your choice. You could also use the animation to generate neutral infantry opponents from any event that generates an animtion such as crate pickups or a building anim. <br>
 
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 however.
 
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