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Making a Self-Mutating Infantry: Difference between revisions

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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 ...
 
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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 name on DGNF, dunno his name elsewhere).''
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