Making a Self-Mutating Infantry: Difference between revisions
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The warhead for the Infantry unit's weapon needs to create a gas particle, so create a warhead with these tags: | The warhead for the Infantry unit's weapon needs to create a gas particle, so create a warhead with these tags: | ||
<tt> | <tt> | ||
[DeployMWH] | [DeployMWH] | ||
CellSpread=.0000001 ;This is low so the weapon does not affect nearby infantry units | CellSpread=.0000001 ;This is low so the weapon does not affect nearby infantry units | ||
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% | Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% | ||
Particle=MutateSys ;The mutation gas particle system | Particle=MutateSys ;The mutation gas particle system | ||
</tt> | </tt> | ||
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Create a gas particle system with the following tags and values: | Create a gas particle system with the following tags and values: | ||
<tt> | <tt> | ||
[MutateSys] | [MutateSys] | ||
Spawns=yes | Spawns=yes | ||
Slowdown=.0025 | Slowdown=.0025 | ||
HoldsWhat=MutateP ;The name of the gas particle | HoldsWhat=MutateP ;The name of the gas particle | ||
BehavesLike=Gas | BehavesLike=Gas | ||
ParticleCap=60 | ParticleCap=60 | ||
SpawnCutoff=15.0 | SpawnCutoff=15.0 | ||
SpawnFrames=5 | SpawnFrames=5 | ||
SpawnRadius=10 | SpawnRadius=10 | ||
</tt> | </tt> | ||
Then create a gas particle with the following tags and values: | Then create a gas particle with the following tags and values: | ||
<tt> | <tt> | ||
[MutateP] | [MutateP] | ||
MaxDC=1 | MaxDC=1 | ||
MaxEC=2 | MaxEC=2 | ||
Damage=50 | Damage=50 | ||
Warhead=PMutation ;The mutation warhead | Warhead=PMutation ;The mutation warhead | ||
EndStateAI=20 | EndStateAI=20 | ||
Persistent=yes | Persistent=yes | ||
StartFrame=0 | StartFrame=0 | ||
WindEffect=0 | WindEffect=0 | ||
BehavesLike=Gas | BehavesLike=Gas | ||
DeleteOnStateLimit=yes | DeleteOnStateLimit=yes | ||
StateAIAdvance=4 | StateAIAdvance=4 | ||
</tt> | </tt> | ||
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Finally, create a warhead with Infantry death type 9 (mutation): | Finally, create a warhead with Infantry death type 9 (mutation): | ||
<tt> | <tt> | ||
[PMutation] | [PMutation] | ||
CellSpread=.0000001 ;This also is low for the reasons described above | CellSpread=.0000001 ;This also is low for the reasons described above | ||
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% | Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% | ||
InfDeath=9 | InfDeath=9 | ||
</tt> | </tt> |
Revision as of 23:16, 10 May 2008
This is a tutorial for making an infantry that can "deploy" into a brute. It involves the use of gas particles to mutate the deploying infantry. This tutorial was made by me (Professor_Tesla), but the credit for the gas particle code goes to rc22fires (his name on DGNF, dunno his name elsewhere).
The Infantry code:
Follow the standard procedure for adding a new infantry unit, and then add these tags to it if they are not already present:
[INFUNIT] Secondary=DeployM ;The infantry's "self-mutation" weapon Deployer=yes DeployFire=yes
The Self-Mutation Weapon:
This is the weapon the Infantry uses to mutate himself, but since this is not done directly, but by gas particles, you will have to make a weapon with minimal damage and a fast rate of fire:
[DeployM] Damage=1 Range=1 ROF=10 Speed=100 Projectile=Invisible Warhead=DeployMWH ;The warhead that creates the gas particle AreaFire=yes FireOnce=no
The gas creating warhead:
The warhead for the Infantry unit's weapon needs to create a gas particle, so create a warhead with these tags:
[DeployMWH] CellSpread=.0000001 ;This is low so the weapon does not affect nearby infantry units Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% Particle=MutateSys ;The mutation gas particle system
The mutation gas:
Create a gas particle system with the following tags and values:
[MutateSys] Spawns=yes Slowdown=.0025 HoldsWhat=MutateP ;The name of the gas particle BehavesLike=Gas ParticleCap=60 SpawnCutoff=15.0 SpawnFrames=5 SpawnRadius=10
Then create a gas particle with the following tags and values:
[MutateP] MaxDC=1 MaxEC=2 Damage=50 Warhead=PMutation ;The mutation warhead EndStateAI=20 Persistent=yes StartFrame=0 WindEffect=0 BehavesLike=Gas DeleteOnStateLimit=yes StateAIAdvance=4
The Mutation warhead:
Finally, create a warhead with Infantry death type 9 (mutation):
[PMutation] CellSpread=.0000001 ;This also is low for the reasons described above Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=9