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Difference between revisions of "Making a Self-Mutating Infantry"

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(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 ...)
 
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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 name on DGNF, dunno his name elsewhere).''
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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).''
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=== The Infantry code: ===
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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:
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<tt>
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[INFUNIT]
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Secondary=DeployM ;The infantry's "self-mutation" weapon
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Deployer=yes
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DeployFire=yes
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</tt>
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=== The Self-Mutation Weapon: ===
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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:
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<tt>
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[DeployM]
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Damage=1
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Range=1
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ROF=10
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Speed=100
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Projectile=Invisible
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Warhead=DeployMWH ;The warhead that creates the gas particle
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AreaFire=yes
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FireOnce=no
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</tt>
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=== The gas creating warhead: ===
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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:
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<tt>
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[DeployMWH]
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CellSpread=.0000001 ;This is low so the weapon does not affect nearby infantry units
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Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
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Particle=MutateSys ;The mutation gas particle system
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</tt>
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=== The mutation gas: ===
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Create a gas particle system with the following tags and values:
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<tt>
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[MutateSys]
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Spawns=yes
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Slowdown=.0025
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HoldsWhat=MutateP ;The name of the gas particle
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BehavesLike=Gas
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ParticleCap=60
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SpawnCutoff=15.0
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SpawnFrames=5
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SpawnRadius=10
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</tt>
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Then create a gas particle with the following tags and values:
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<tt>
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[MutateP]
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MaxDC=1
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MaxEC=2
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Damage=50
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Warhead=PMutation ;The mutation warhead
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EndStateAI=20
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Persistent=yes
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StartFrame=0
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WindEffect=0
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BehavesLike=Gas
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DeleteOnStateLimit=yes
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StateAIAdvance=4
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</tt>
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=== The Mutation warhead: ===
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Finally, create a warhead with Infantry death type 9 (mutation):
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<tt>
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[PMutation]
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CellSpread=.0000001 ;This also is low for the reasons described above
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Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
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InfDeath=9
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</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).

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