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Mutation

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(by Marshall/martyr)

1. 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.

The place that determines the infantry type(s) created from mutation 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 mutated 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 mutation weapons as long as they all use InfDeath=9, resulting in a player-owned BRUTE (for example - you could change that infantry type and the animation)

Applications:

I had the GM superweapon, a mutation point-sniper, and an area effect mutation.
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 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 as I have not yet been able to cause one with it.

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.