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

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(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>
  
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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).

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