Difference between revisions of "Making a Self-Mutating Infantry"
(→The Self-Mutation Weapon:) |
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The warhead for the Infantry unit's weapon needs to create a gas particle, so create a warhead with these tags: | The warhead for the Infantry unit's weapon needs to create a gas particle, so create a warhead with these tags: | ||
<tt> | <tt> | ||
− | [DeployMWH] | + | [DeployMWH] |
− | CellSpread=.0000001 ;This is low so the weapon does not affect nearby infantry units | + | 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% | + | Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% |
− | Particle=MutateSys ;The mutation gas particle system | + | Particle=MutateSys ;The mutation gas particle system |
</tt> | </tt> | ||
Line 40: | Line 40: | ||
Create a gas particle system with the following tags and values: | Create a gas particle system with the following tags and values: | ||
<tt> | <tt> | ||
− | [MutateSys] | + | [MutateSys] |
− | Spawns=yes | + | Spawns=yes |
− | Slowdown=.0025 | + | Slowdown=.0025 |
− | HoldsWhat=MutateP ;The name of the gas particle | + | HoldsWhat=MutateP ;The name of the gas particle |
− | BehavesLike=Gas | + | BehavesLike=Gas |
− | ParticleCap=60 | + | ParticleCap=60 |
− | SpawnCutoff=15.0 | + | SpawnCutoff=15.0 |
− | SpawnFrames=5 | + | SpawnFrames=5 |
− | SpawnRadius=10 | + | SpawnRadius=10 |
</tt> | </tt> | ||
Then create a gas particle with the following tags and values: | Then create a gas particle with the following tags and values: | ||
<tt> | <tt> | ||
− | [MutateP] | + | [MutateP] |
− | MaxDC=1 | + | MaxDC=1 |
− | MaxEC=2 | + | MaxEC=2 |
− | Damage=50 | + | Damage=50 |
− | Warhead=PMutation ;The mutation warhead | + | Warhead=PMutation ;The mutation warhead |
− | EndStateAI=20 | + | EndStateAI=20 |
− | Persistent=yes | + | Persistent=yes |
− | StartFrame=0 | + | StartFrame=0 |
− | WindEffect=0 | + | WindEffect=0 |
− | BehavesLike=Gas | + | BehavesLike=Gas |
− | DeleteOnStateLimit=yes | + | DeleteOnStateLimit=yes |
− | StateAIAdvance=4 | + | StateAIAdvance=4 |
</tt> | </tt> | ||
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Finally, create a warhead with Infantry death type 9 (mutation): | Finally, create a warhead with Infantry death type 9 (mutation): | ||
<tt> | <tt> | ||
− | [PMutation] | + | [PMutation] |
− | CellSpread=.0000001 ;This also is low for the reasons described above | + | CellSpread=.0000001 ;This also is low for the reasons described above |
− | Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% | + | Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% |
− | InfDeath=9 | + | InfDeath=9 |
</tt> | </tt> |
Revision as of 01:16, 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