Making a Self-Mutating Infantry: Difference between revisions
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Follow the standard procedure for adding a new infantry unit, and then add these tags to it if they are not already present: | Follow the standard procedure for adding a new infantry unit, and then add these tags to it if they are not already present: | ||
<tt> | <tt> | ||
[INFUNIT] | [[INFUNIT]] | ||
Secondary=DeployM ;The infantry's "self-mutation" weapon | [Secondary=DeployM ;The infantry's "self-mutation" weapon] | ||
Deployer=yes | [Deployer=yes] | ||
DeployFire=yes | [DeployFire=yes] | ||
</tt> | </tt> | ||
Revision as of 22:54, 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