Making a Self-Mutating Infantry: Difference between revisions
New page: This is a tutorial for making an infantry that can "deploy" into a brute. ''this tutorial was made by me (Professor_Tesla), but the credit for the gas particle code goes to rc22fires (his ... |
No edit summary |
||
Line 1: | Line 1: | ||
This is a tutorial for making an infantry that can "deploy" into a brute. '' | 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: | |||
<tt> | |||
[INFUNIT] | |||
Secondary=DeployM ;The infantry's "self-mutation" weapon | |||
Deployer=yes | |||
DeployFire=yes | |||
</tt> | |||
=== 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: | |||
<tt> | |||
[DeployM] | |||
Damage=1 | |||
Range=1 | |||
ROF=10 | |||
Speed=100 | |||
Projectile=Invisible | |||
Warhead=DeployMWH ;The warhead that creates the gas particle | |||
AreaFire=yes | |||
FireOnce=no | |||
</tt> | |||
=== 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: | |||
<tt> | |||
[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 | |||
</tt> | |||
=== The mutation gas: === | |||
Create a gas particle system with the following tags and values: | |||
<tt> | |||
[MutateSys] | |||
Spawns=yes | |||
Slowdown=.0025 | |||
HoldsWhat=MutateP ;The name of the gas particle | |||
BehavesLike=Gas | |||
ParticleCap=60 | |||
SpawnCutoff=15.0 | |||
SpawnFrames=5 | |||
SpawnRadius=10 | |||
</tt> | |||
Then create a gas particle with the following tags and values: | |||
<tt> | |||
[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 | |||
</tt> | |||
=== The Mutation warhead: === | |||
Finally, create a warhead with Infantry death type 9 (mutation): | |||
<tt> | |||
[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 | |||
</tt> |
Revision as of 22:51, 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