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Visceroid theory
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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Mon Nov 01, 2004 4:08 pm    Post subject:  Visceroid theory Reply with quote  Mark this post and the followings unread

I have theory,can somewho test it?
Visceroid making in YR:
Use ore twinkle animation with damage and use Mutate warhead.
Make unit VISC and give it primary and all the stuff and make it unbuildable with civilian side.Set That thing (I do not remember what it is)
that makes infantry mutate to BRUTE to VISC.

Large visceroid:
I dont know,maybe IFV logic and AI Triggers.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Tue Nov 02, 2004 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is very old idea, but AFAIR no-one have tested it. Your large visc idea its impossible...

IMO the best way to make visceroids appear on map is to make some map triggers (not AI).
For example - you have some terrain objert - a cave (in fact its just a cliff, only different look) and set a trigger to create 1 visceroid near that cave every amount of time.

Also there is some crazy idea to get visceroid from crates... Thru AnimToInfantry= tags. It works fine but looks odd...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Nov 04, 2004 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

its the animation effect which needs to be changed for a decent effect.

You need the twinkle anim 2 spread mutate wh gas as damage on animation defaults to [Fire2] or something like that.

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