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Infantry healed and mutated by the same warhead
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Jul 15, 2017 8:37 am    Post subject:  Infantry healed and mutated by the same warhead Reply with quote  Mark this post and the followings unread

I had the idea of implementing mutants who do not get damaged by further radiation exposure, but instead - like the Incredible Hulk - absorb radiation to recover health and eventually mutate further into stronger forms. Now, of course, on first sight, it appears to be impossible to have a non-damaging warhead cause mutation, since it never deals a killing blow. I can't think of a workaround for this issue, but perhaps someone else has an suggestion regarding how to implement such a feature?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Jul 15, 2017 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Turn Radiation into Healing! That'll give you immune GIs too! #Tongue

I'd try and have a look at MO's Nanocharge, but we all know Speeder doesn't make his code accessible...

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Jul 15, 2017 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, what I'm getting at, to put it in MO's terms, is a combination of Nanocharge and Nanofiber Sync - which, individually, are easy enough to implement: you just need a negative Versus value on the warhead to achieve healing. But once a warhead deals negative damage (i.e. Nanocharge), it can't mutate (i.e. no Nanofiber Sync). Or at least I don't know how.

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ImaginaryNumb3r
Civilian


Joined: 14 Jul 2017

PostPosted: Sat Jul 15, 2017 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I suppose you are using Ares?

You could try to define a warhead that deals normal (positive) damage, but has a negative multiplier against an armor type specially defined by you:

[HulkRadWarhead]
Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,100%,100%
InfDeath=9; Aka mutate
Versus.hulk=-100%

[ArmorTypes]
hulk=flak; or whatever

I didn't try it myself, but from what I think this should work

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Jul 15, 2017 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Problem being that what I wanted to achieve was additional radiation not just curing, but also mutating mutants into stronger mutants. And with negative damage, mutation never kicks in, since radiation will never kill any type that it cannot damage.

What I am now thinking is that the closest approximation of what I am trying to achieve is actually to have radiation instantly kill mutants with a mutation InfDeath, since AnimToInfantry will result in the spawning of a full-health InfantryType - thus, mutation death is, in a way, a "full cure". However, I would have liked for radiation to gradually cure mutants via normal damage absorption, not instantly cure/mutate them to full via AnimToInfantry. Maybe I will create two different kinds of radiation warheads - low-level radiation, which just cures via negative Versus, and high-level radiation, which instantly mutates.

Edit:
To clarify, what I want is the same InfantryTypes to be cured and mutated by radiation. As for other infantry, it should be damaged ordinarily (for which your suggestion works perfectly), sometimes dying, sometimes mutating (which is a whole different beast, coding-wise).

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