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

Disguise: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Nighthawk200 (talk | contribs)
Infantry SHPs are arranged differently than Vehicle SHPs, so Walk/Firing Frames doesn't work for this.
m Replacing Template:TTL with Template:F.
Line 1: Line 1:
== Infantry Disguises (RA2 & YR) ==
== Infantry Disguises (RA2 & YR) ==


You noticed how the spy can disguise itself as an enemy infantry and walk right past the defenses (except dogs/yuri)? To achieve that, you need only a couple of tags and a special weapon. Firstly, add {{TTL|CanDisguise|yes}} and {{TTL|PermaDisguise|yes}} to the soldier's code. Then, make sure the unit's anti-infantry weapon has a [[warhead]] with {{TTL|MakesDisguise|yes}} set.
You noticed how the spy can disguise itself as an enemy infantry and walk right past the defenses (except dogs/yuri)? To achieve that, you need only a couple of tags and a special weapon. Firstly, add {{f|CanDisguise|yes|link}} and {{f|PermaDisguise|yes|link}} to the soldier's code. Then, make sure the unit's anti-infantry weapon has a [[warhead]] with {{f|MakesDisguise|yes|link}} set.


Now how do you make other units detect disguised units? Easy, by adding {{TTL|DetectDisguise|yes}} to their code.
Now how do you make other units detect disguised units? Easy, by adding {{f|DetectDisguise|yes|link}} to their code.


== Vehicle Disguises (RA2 & YR) ==
== Vehicle Disguises (RA2 & YR) ==


The only disguising vehicle in the unmodded game is the Mirage Tank. This kind of disguise requires {{TTL|CanDisguise|yes}}, but not {{TTL|PermaDisguise|yes}}. Also, the vehicle that uses it should not have a [[turret]] or a [[barrel]] as the disguising logic can't turn several [[voxel]]s into a single [[shp]], so it'll end up with multiple trees - one for vehicle body, drawn at ground level, one for [[turret]], drawn on top of the first one, and optionally one for barrel.
The only disguising vehicle in the unmodded game is the Mirage Tank. This kind of disguise requires {{f|CanDisguise|yes|link}}, but not {{f|PermaDisguise|yes|link}}. Also, the vehicle that uses it should not have a [[turret]] or a [[barrel]] as the disguising logic can't turn several [[voxel]]s into a single [[shp]], so it'll end up with multiple trees - one for vehicle body, drawn at ground level, one for [[turret]], drawn on top of the first one, and optionally one for barrel.
If you want to let vehicles pick their own disguises, you once again need a [[warhead]] with {{TTL|MakesDisguise|yes}}, but since the Mirage Tank uses [[TerrainTypes|terrain objects]] instead of infantry as disguise, you will also want to add {{TTL|TerrainFire|yes}} to the weapon, which makes the vehicle able to target trees and other terrain objects without having to use force-fire.
If you want to let vehicles pick their own disguises, you once again need a [[warhead]] with {{f|MakesDisguise|yes|link}}, but since the Mirage Tank uses [[TerrainTypes|terrain objects]] instead of infantry as disguise, you will also want to add {{f|TerrainFire|yes|link}} to the weapon, which makes the vehicle able to target trees and other terrain objects without having to use force-fire.


{{TTL|AlliedDisguise}}, {{TTL|SovietDisguise}}, and {{TTL|ThirdDisguise}} (YR only) tags define which infantry the units with {{TTL|PermaDisguise|yes}} look as when the owner hasn't disguised them yet, for each side respectively.
{{f|AlliedDisguise|link}}, {{f|SovietDisguise|link}}, and {{f|ThirdDisguise|link}} (YR only) tags define which infantry the units with {{f|PermaDisguise|yes|link}} look as when the owner hasn't disguised them yet, for each side respectively.


{{TTL|DefaultMirageDisguises}} defines a list of terrain objects that a {{TTL|CanDisguise|yes}} unit ''without'' {{TTL|PermaDisguise|yes}} will try to look like when it doesn't have a custom disguise.
{{f|DefaultMirageDisguises|link}} defines a list of terrain objects that a {{f|CanDisguise|yes|link}} unit ''without'' {{f|PermaDisguise|yes|link}} will try to look like when it doesn't have a custom disguise.


So if you give a vehicle {{TTL|PermaDisguise|yes}}, it will look stupid - it will use the <tt>Allied/Soviet/ThirdDisguise</tt> instead of {{TTL|DefaultMirageDisguises}}, end up looking like an infantry, and because SHP vehicles (SHP is the only way infantry can look like) use a different method to reference proper art frames, you'll see a GI with his gun spinning around as the tank moves (the game then sets {{TTL|WalkFrames|1}} and uses the first frames of the infantry SHP as it's walking animation).  
So if you give a vehicle {{f|PermaDisguise|yes|link}}, it will look stupid - it will use the <tt>Allied/Soviet/ThirdDisguise</tt> instead of {{f|DefaultMirageDisguises|link}}, end up looking like an infantry, and because SHP vehicles (SHP is the only way infantry can look like) use a different method to reference proper art frames, you'll see a GI with his gun spinning around as the tank moves (the game then sets {{f|WalkFrames|1|link}} and uses the first frames of the infantry SHP as it's walking animation).  


[[Category:RA2/YR Tutorials]]
[[Category:RA2/YR Tutorials]]

Revision as of 07:53, 27 November 2009

Infantry Disguises (RA2 & YR)

You noticed how the spy can disguise itself as an enemy infantry and walk right past the defenses (except dogs/yuri)? To achieve that, you need only a couple of tags and a special weapon. Firstly, add CanDisguise=yes and PermaDisguise=yes to the soldier's code. Then, make sure the unit's anti-infantry weapon has a warhead with MakesDisguise=yes set.

Now how do you make other units detect disguised units? Easy, by adding DetectDisguise=yes to their code.

Vehicle Disguises (RA2 & YR)

The only disguising vehicle in the unmodded game is the Mirage Tank. This kind of disguise requires CanDisguise=yes, but not PermaDisguise=yes. Also, the vehicle that uses it should not have a turret or a barrel as the disguising logic can't turn several voxels into a single shp, so it'll end up with multiple trees - one for vehicle body, drawn at ground level, one for turret, drawn on top of the first one, and optionally one for barrel. If you want to let vehicles pick their own disguises, you once again need a warhead with MakesDisguise=yes, but since the Mirage Tank uses terrain objects instead of infantry as disguise, you will also want to add TerrainFire=yes to the weapon, which makes the vehicle able to target trees and other terrain objects without having to use force-fire.

AlliedDisguise, SovietDisguise, and ThirdDisguise (YR only) tags define which infantry the units with PermaDisguise=yes look as when the owner hasn't disguised them yet, for each side respectively.

DefaultMirageDisguises defines a list of terrain objects that a CanDisguise=yes unit without PermaDisguise=yes will try to look like when it doesn't have a custom disguise.

So if you give a vehicle PermaDisguise=yes, it will look stupid - it will use the Allied/Soviet/ThirdDisguise instead of DefaultMirageDisguises, end up looking like an infantry, and because SHP vehicles (SHP is the only way infantry can look like) use a different method to reference proper art frames, you'll see a GI with his gun spinning around as the tank moves (the game then sets WalkFrames=1 and uses the first frames of the infantry SHP as it's walking animation).