Difference between revisions of "Making a Self-Mutating Infantry"
(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 ...) |
|||
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 00:51, 11 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).
Contents
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