Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Wed Aug 13, 2008 2:08 am Post subject:
Infantry that deploys into infantry (***)
Subject description: Npatch needed
Ok.
With this tutorial you can make a yuri that deploys into a yuriprime that deploys into a sniper that deploys into a conscript that deploys into a........ and so on (almost unlimited)
«Disadvantages & Bugs»
You will have to sacrifice a weapon.
TypeImmune= prevents this logic from working, so it must be set to no
AffectAllies= doesnt work correctly
Veteran/Elite status gets lost when deploying
Health damage is recovered at full hp when deploying
You will hear the unit's death voice when deploying it into another unit if you dont fix it
You will hear "Unit lost" warning when deploying it
So basically this is like the vehicle that deploys into an invisible building that gives a free unit. Almost the same bugs.
I will show how to deploy a Yuri Clone into a Yuri Prime and viceversa.
Im sacrifying the Psiwaves.
The Units
I will show only the important tags, the rest are the same as the original
Code:
[YURI] ;Yuri Clone
Strength=100 ;Should be less that the damage/verses in its secondary weapon so it gets killed in one round
Primary=MindControl ;Using the normal one without modifications
Secondary=DeploysInto0 ;PsiWave ;Here will be the weapon that kills this unit and turns it into the YuriPrime
TypeImmune=no ;Should be set to no, otherwise the unit wont get selfkilled
Armor=none ;It depends of the warhead
Insignificant=yes ;This fixes the Unit Lost speech bug explained above
;DieSound=YuriCloneDie ;This fixes the Unit's Death Voice bug explained above
Deployer=yes ;needed
DeployFire=yes ;needed
UndeployDelay=150 ;optional
PreventAutoDeploy=yes ;recommended
DamageSelf=yes ;needed for the logic to work
---------------------------------------------------
;The same codes as above except:
[YURIPR] ;Yuri Prime
Strength=150 ;Should be less that the damage/verses in its secondary weapon so it gets killed in one round
Primary=SuperMindControl ;Using the normal one without modifications
Secondary=DeploysInto1 ;SuperPsiWave ;Here will be the weapon that kills this unit and turns it into a Yuri Clone
Armor=flak ;It depends of the warhead
Insignificant=yes ;This fixes the Unit Lost speech bug explained above
;DieSound=YuriPrimeDie ;This fixes the Unit's Death Voice bug explained above
UndeployDelay=75 ;optional
Now go to the AnimToInfantry= section and add this 2 units like this:
AnimToInfantry=BRUTE,YURI,YURIPR
The Weapons
Code:
;Yuri Clone 2 Yuri Prime
[DeploysInto0]
Damage=500 ;Enough to kill yuri clone
Range=1 ;Recommended
ROF=50 ;1000 ;optional
Projectile=Invisible ;Recommended
Speed=1 ;optional
Warhead=DeploysInto0WH
AreaFire=yes ;Needed
FireOnce=yes ;Recommended
;Report=YuriDeploy ;Optional
;Anim=RING1 ;Optional, but remember this will be the Deploying anim
[DeploysInto0WH]
CellSpread=1.5 ;Or less so it doesnt affect other infantry with armor=none
PercentAtMax=1 ;recommended, just make sure it kills the yuri clone
Verses=200%,2%,2%,2%,2%,2%,2%,2%,2%,2%,2% ; Leave the 200% for armor=none i dont know if you can change the 2% into a 0% test it by yourself
InfDeathAnim=NECKRO0S ;The anim that will spawn the YuriPrime
AffectAllies=no ;Doesnt work correctly :(
-----------------------------------------------
;Yuri Prime 2 Yuri Clone
[DeploysInto1]
Damage=500 ;Enough to kill yuri orime
Range=1 ;Recommended
ROF=50 ;1000 ;Optional
Projectile=Invisible ;Recommended
Speed=1 ;Optional
Warhead=DeploysInto1WH
AreaFire=yes ;Needed
FireOnce=yes ;Recommended
;Report=YuriDeploy ;Optional
;Anim=RING1 ;Optional, This will be the deploying anim
[DeploysInto1WH]
CellSpread=1.5 ;Or less so it doesnt affect other infantry with armor=flak
PercentAtMax=1 ;recommended, just make sure it kills the yuri prime
Verses=2%,200%,2%,2%,2%,2%,2%,2%,2%,2%,2% ; Leave the 200% for armor=flak i dont know if you can change the 2% into a 0% test it by yourself
InfDeathAnim=NECKRO1S ;The anim that will spawn the Yuri clone
AffectAllies=no ;Doesnt work correctly :(
Be sure to add those warheads to the list.
Animations
Add NECKRO0S and NECKRO1S to the animations list.
and head to the Artmd.ini and add their respective sections.
These are blank animations, you can modify them without worries but
make sure they have this tag:
Code:
[NECKRO0S]
MakeInfantry=2 ; for the Yuri Prime
[NECKRO1S]
MakeInfantry=1 ;for the Yuri Clone
We are done.
I don't know if a infantry without deploying frames in the sequence can do this. ive not tested it but i think it can.--FIXED-- (see the post below)
If not just add some fake values to the Deployed= and the DeployedFire= sequence. But these frames
will be almost invisible due quick death.
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Wed Aug 13, 2008 5:54 am Post subject:
Ok. I was trying to apply this to a CABAL Transformer infantry and
I just noticed that if the unit that deploys its killing weapon doesnt have deploy frames, the deployinginto weapon will not be fired at all. Instead the unit will fire its primary weapon.
And if the Primary= is the one that will convert the unit into another it wont be fired at all.
So to fix this just add this tags to the infantry sequence and give them valid values (like copying the idle frames):
Deploy=X,X,X
Deployed=X,X,X
DeployedFire=X,X,X
Undeploy=X,X,X
... so deploy frames in the sequence is a MUST. _________________
imagine a regular guy is walking down the street. sees a enemy tank. and changes to a brute then changes back when the tank is dead _________________
Retired YR Player
Steam Account : MAS93
Xfire: msbiohazard QUICK_EDIT
This is good, but if a infantry get ful health when deploy then it cant die _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Wed Aug 13, 2008 5:33 pm Post subject:
Dutchygamer wrote:
IIRC, this has been done before, but it gives bugs in custom game modes...
Oh. you mean the old particle trick?
For balancing issues, you can make the last infantry to deploys into an frozen object, then it deploys into the first inf again. Thats what i did _________________
I just want to ask, is it possible to get the infantry to automatically turn into a different one upon seeing another unit? Like the "green brute" idea... but you can't deploy him manually, it only happens when he gets angry _________________
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Fri Sep 05, 2008 10:46 pm Post subject:
Maybe. If you work with the Primary / Secondary you may find a way to achieve it. But it will happen only when it acquires a target and fires it. _________________
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