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Difference between revisions of "Mutation"

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(Re-worded to describe logic as MakeInfantry rather than mutation, also added more info about mutation effect in game.)
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== (by Marshall) ==
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Mutation is the effect caused by the Yuri [[Superweapon]], the Genetic Mutator. In game, the superweapon changes any normal infantry in its radius of effect (which is the largest of the minor superweapons) into Brutes, which are somewhat modelled in the Incredible Hulk. Code wise, the effect is created by the use of the MakeInfantry tag on the death animation the superweapon uses to kill its targets.
  
1. <b>You can have only one [[infantry]] type that isn't neutral that has been created from mutation logic. But you can have any number of [[infantry]] types that are neutral.</b>
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== MakeInfantry ==
  
The place that determines the [[infantry]] type(s) created from mutation logic is in [[rules]]md.ini
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1. <b>You can have only one [[infantry]] type that isn't neutral that has been created from MakeInfantry logic. But you can have any number of [[infantry]] types that are neutral.</b>
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The place that determines the [[infantry]] type(s) created from MakeInfantry logic is in [[rules]]md.ini
 
<tt>AnimToInfantry=BRUTE</tt><br>
 
<tt>AnimToInfantry=BRUTE</tt><br>
 
That flag accepts a comma seperated list of [[infantry]] types. You can change/add whatever [[infantry]] types you like.<br>
 
That flag accepts a comma seperated list of [[infantry]] types. You can change/add whatever [[infantry]] types you like.<br>
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Then; BRUTE=0, NEWUNIT=1, GHOST=2
 
Then; BRUTE=0, NEWUNIT=1, GHOST=2
  
2. To make the mutated unit player-owned, you must use <tt>InfDeath=9</tt> on the weapon's [[warhead]].<br>
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2. To make the MakeInfantry unit player-owned, you must use <tt>InfDeath=9</tt> on the weapon's [[warhead]].<br>
 
<tt>MutateWarhead=</tt> and <tt>MutateExplosionWarhead=</tt> are used by the Genetic Mutator Superweapon and have no bearing on this logic.
 
<tt>MutateWarhead=</tt> and <tt>MutateExplosionWarhead=</tt> are used by the Genetic Mutator Superweapon and have no bearing on this logic.
  
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E.G. Giving <tt>[E1]</tt> the flag <tt>DeathAnims=GENDEAT2</tt> and <tt>[GENDEAT2] MakeInfantry=0</tt> would cause the GI to turn into a [[neutral]] Brute when the GI dies.
 
E.G. Giving <tt>[E1]</tt> the flag <tt>DeathAnims=GENDEAT2</tt> and <tt>[GENDEAT2] MakeInfantry=0</tt> would cause the GI to turn into a [[neutral]] Brute when the GI dies.
  
i.e. You can create multiple mutation weapons as long as they all use <tt>InfDeath=9</tt>, resulting in a player-owned BRUTE (for example - you could change that [[infantry]] type and the animation)
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i.e. You can create multiple weapons that result in the same effect as the Genetic Mutator as long as they all use <tt>InfDeath=9</tt>, resulting in a player-owned Brute by default, but there is no reason why you cannot change this to a different infantry unit.
  
 
Applications:
 
Applications:
  
I had the GM superweapon, a mutation point-sniper, and an area effect mutation. <br>
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You could have a GM superweapon, a mutation point-sniper, and an area effect mutation with them all resulting in Brutes or an other infantry of your choice. You could also use the animation to generate neutral infantry opponents from any event that generates an animtion such as crate pickups or a building anim. <br>
I made them all produce the Brute, but they all worked okay.
 
  
 
Important note about mutation weapons: Do not use an area effect weapon if [[paradrop|paratroopers]] are not immune to it - it will cause an [[Internal Error]] if a falling paratrooper is killed by an area effect mutation weapon (point based mutation deaths seem to be okay and just result in the paratrooper exploding). <br>
 
Important note about mutation weapons: Do not use an area effect weapon if [[paradrop|paratroopers]] are not immune to it - it will cause an [[Internal Error]] if a falling paratrooper is killed by an area effect mutation weapon (point based mutation deaths seem to be okay and just result in the paratrooper exploding). <br>
The GM superweapon seems to have special coding to prevent it causing an error as I have not yet been able to cause one with it.  
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The GM superweapon seems to have special coding to prevent it causing an error however.  
  
 
You can have a different player-owned infantry type in different [[game mode]]s. But only ever one player-owned infantry type in each [[game mode]].
 
You can have a different player-owned infantry type in different [[game mode]]s. But only ever one player-owned infantry type in each [[game mode]].

Revision as of 02:28, 18 August 2004

Mutation is the effect caused by the Yuri Superweapon, the Genetic Mutator. In game, the superweapon changes any normal infantry in its radius of effect (which is the largest of the minor superweapons) into Brutes, which are somewhat modelled in the Incredible Hulk. Code wise, the effect is created by the use of the MakeInfantry tag on the death animation the superweapon uses to kill its targets.

MakeInfantry

1. You can have only one infantry type that isn't neutral that has been created from MakeInfantry logic. But you can have any number of infantry types that are neutral.

The place that determines the infantry type(s) created from MakeInfantry logic is in rulesmd.ini AnimToInfantry=BRUTE
That flag accepts a comma seperated list of infantry types. You can change/add whatever infantry types you like.
Later, we will refer to this list by an index number.
For example: AnimToInfantry=BRUTE,NEWUNIT1,GHOST Then; BRUTE=0, NEWUNIT=1, GHOST=2

2. To make the MakeInfantry unit player-owned, you must use InfDeath=9 on the weapon's warhead.
MutateWarhead= and MutateExplosionWarhead= are used by the Genetic Mutator Superweapon and have no bearing on this logic.

The animation used by InfDeath 9 is determined by the global flag InfantryMutate=GENDEATH
You can change that animation to something else (but remember to parse any new animation in the [Animations] list).

3. In artmd.ini, find [GENDEATH]
The key part of this animation is the flag MakeInfantry=0
Use this flag on your animation and set it to the index number of the infantry type from AnimToInfantry=

Note: You can create neutral infantry by not using an InfDeath=9 weapon (this includes using an animation that is not caused by a weapon:
E.G. Giving [E1] the flag DeathAnims=GENDEAT2 and [GENDEAT2] MakeInfantry=0 would cause the GI to turn into a neutral Brute when the GI dies.

i.e. You can create multiple weapons that result in the same effect as the Genetic Mutator as long as they all use InfDeath=9, resulting in a player-owned Brute by default, but there is no reason why you cannot change this to a different infantry unit.

Applications:

You could have a GM superweapon, a mutation point-sniper, and an area effect mutation with them all resulting in Brutes or an other infantry of your choice. You could also use the animation to generate neutral infantry opponents from any event that generates an animtion such as crate pickups or a building anim.

Important note about mutation weapons: Do not use an area effect weapon if paratroopers are not immune to it - it will cause an Internal Error if a falling paratrooper is killed by an area effect mutation weapon (point based mutation deaths seem to be okay and just result in the paratrooper exploding).
The GM superweapon seems to have special coding to prevent it causing an error however.

You can have a different player-owned infantry type in different game modes. But only ever one player-owned infantry type in each game mode.