Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 6:43 pm
All times are UTC + 0
Infantry that deploys into infantry (***)
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Wed Aug 13, 2008 2:08 am    Post subject:  Infantry that deploys into infantry (***)
Subject description: Npatch needed
Reply with quote  Mark this post and the followings unread

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.

Final Shot


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #NPatch #Rules.INI 

_________________


My Art

Last edited by AprilWar on Fri Jan 16, 2009 8:40 pm; edited 3 times in total

Back to top
View user's profile Send private message Visit poster's website
Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Aug 13, 2008 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey Thanks! Very Happy i was trying to make this long time ago

Back to top
View user's profile Send private message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Wed Aug 13, 2008 5:54 am    Post subject:   Reply with quote  Mark this post and the followings unread

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.

_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, this has been done before, but it gives bugs in custom game modes...

Back to top
View user's profile Send private message Send e-mail Skype Account
Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Wed Aug 13, 2008 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

imagine a regular guy is walking down the street. sees a enemy tank. and changes to a brute #Tongue then changes back when the tank is dead

_________________

Retired YR Player
Steam Account : MAS93
Xfire: msbiohazard

Back to top
View user's profile Send private message Send e-mail Yahoo Messenger Account AIM Address
NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Wed Aug 13, 2008 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is good, but if a infantry get ful health when deploy then it cant die

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Wed Aug 13, 2008 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, I meant this. I didn't read this topic well and I immediatly thought of that. Forget what I said #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Aug 17, 2008 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Biohazard wrote:
imagine a regular guy is walking down the street. sees a enemy tank. and changes to a brute #Tongue then changes back when the tank is dead

That brute needs to be green then, and called Bruce Banner #Tongue

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Wed Sep 03, 2008 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Wink

_________________


- Somebody Else

Back to top
View user's profile Send private message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Fri Sep 05, 2008 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1569s ][ Queries: 11 (0.0075s) ][ Debug on ]