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Making a Self-Mutating Infantry: Difference between revisions

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== Alternate method ==
== Alternate method ==
This is an alternative method for making a self mutating infantry. It makes use of tags that (believe it or not) I was previously unaware of, and reveals the above tutorial to be somewhat of a Rube-Goldberg way of doing it.
This is an alternate method for making a self mutating infantry. It makes use of tags that (believe it or not) I was previously unaware of, and reveals the above tutorial to be somewhat of a Rube-Goldberg way of doing it.


=== The Self Mutating Infantry: ===
=== The Self Mutating Infantry: ===

Revision as of 10:38, 21 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 

Alternate method

This is an alternate method for making a self mutating infantry. It makes use of tags that (believe it or not) I was previously unaware of, and reveals the above tutorial to be somewhat of a Rube-Goldberg way of doing it.

The Self Mutating Infantry:

Repeat steps 1 and 2 of the above tutorial, but modify the infantry as follows:

[INFUNIT]
Secondary=SelfMutate ;The infantry's "self-mutation" weapon
Deployer=yes
DeployFire=yes
DamageSelf=yes ;This is needed so the Infantry unit damages himself.

and modify the weapon like so:

[SelfMutate]
Damage=1000
Range=1
ROF=10
Speed=100
Projectile=Invisible
Warhead=SelfMutateWH ;The warhead that mutates the infantry unit
AreaFire=yes
FireOnce=no
AffectsAllies=true

Then create a warhead with these tags and values:

[SelfMutateWH]
CellSpread=1
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9

Glitches

Occasionally (I have seen it twice), if two Self-Mutating Infantry units are standing in the same cell and they deploy simultaneously, one of them will use the animation palette for the mutation animation, and a neutral brute will be spawned instead of a player-owned one. This can happen with either of the above methods.