I did, but I see no mentions of BRUTE or YUri Brute or mutation,
[GeneticConverterSpecial]
UIName=Name:YAGNTC
Name=Genetic Converter
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=5
Type=GeneticConverter
Action=GeneticConverter
SidebarImage=MUTEICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=5
LineMultiplier=3
is all I found in the Super Weapons page.
and Genetic Converter does not exist in the rulesmd.ini
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Jan 31, 2014 7:24 pm Post subject:
Afaik Genetic Mutator will mutate inf to the [BRUTE] entry by default. Not sure if it's hardcoded or not. Using Ares you can modify this (and if not, it should ). QUICK_EDIT
I would use Ares, but noticed you cannot play it on GameRanger, and last I recall the Lan function doesn't work(even if you use the wsock32.dll QUICK_EDIT
OK, I took what he was trying to make the unit transform not a super weapon
If that is true what if he copied, pasted, and replaced the brute with mummy. the rest is because he says he didnt see any mention on brute
Quote:
AnimToInfantry=BRUTE
InfantryBrute=BRUTDIE
Infantry List
50=BRUTE
Warhead
86=Smashing ; Brute's secondary tank smashing attack
; Brute
[BRUTE]
UIName=Name:Brute
Name=Yuri Brute
;Image=SHK
Category=Soldier
Primary=Punch
Secondary=Smash
;GEF Unles we decide to put it back in Pushy=yes
Prerequisite=YABRCK
CrushSound=InfantrySquish
Crushable=no
Strength=200 ;180 ;250
Armor=plate
TechLevel=5
Pip=white
Sight=8
Speed=6
Owner=YuriCountry
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=yes
VoiceSelect=BruteSelect
VoiceMove=BruteMove
VoiceAttack=BruteAttackCommand
VoiceFeedback=BruteFear
VoiceSpecialAttack=BruteMove
DieSound=BruteDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=2;too big for IFV
AllowedToStartInMultiplayer=no
ElitePrimary=PunchE
EliteSecondary=SmashE
IFVMode=0
Unnatural=yes
CloseRange=yes
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
GuardRange=2
SelfHealing=yes
ImmuneToPsionics=yes
PixelSelectionBracketDelta=-8 ;gs higher number draws lower. Pixel difference from normal for selection bracket
; Infantry smashing by Brute
[Punch]
Damage=100
ROF=60
Range=1.4
Speed=100
Warhead=Battering
Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress
; Tank smashing by Brute
[Smash]
Damage=100;150
ROF=60 ;30
Range=1.1
Speed=100
Warhead=Smashing
Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress
_________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I was just wanting mummies to mutate infantry they kill into more mummies as I described earlier, and checking the coding on the Genetic Mutator showed no evidence of brute's.
I was also hoping to keep that Super Weapon mutating people into Brutes and such too. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Jan 31, 2014 8:33 pm Post subject:
GeneralSturnn wrote:
I was just wanting mummies to mutate infantry they kill into more mummies as I described earlier, and checking the coding on the Genetic Mutator showed no evidence of brute's.
I was also hoping to keep that Super Weapon mutating people into Brutes and such too.
If you want a weapon to turn an infantry into a Brute/Mummy, give it the MutateWH InfDeath. As long as it has no CellSpread, it will mutate the infantry into a Brute when killed with it (CellSpread causes nasty problems with paradrops).
As for the seperate mutations: not possible without Ares unfortunately. QUICK_EDIT
so I'd have to choose Brute or Mummy for mutations in general? can't hae Genetic Mutator mutate people into Brutes and Mummies mutate people they kill into mummies? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jan 31, 2014 9:05 pm Post subject:
CnCNet.
Also http://modenc.renegadeprojects.com/MakeInfantry tho Ares lifts the single player-owned mutation off via InfDeathAnim and MakeInfantryOwner. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Where X is the number the infantry you want it to mutate into. Normally there is only the brute which is 0. You will need to specify the new animation Asti transforms into what infantry. Any additional infantry added to that list is a new number.
You can only set it per one type per warhead. _________________ ~ Excelsior ~ QUICK_EDIT
;GEF New stuff
;MakeInfantry means that upon completion of the anim, a new infantry will be created
;see list in rules.ini
;57 = Zombie
[GENDEATH]
Layer=ground
Report=InfantryMelt
MakeInfantry=0
Shadow=no
StartSound=GeneticMutatorActivate
if what I have going now(along with the one for the brute) I'd like to have the Brute's animation sequence(the mutation part) for mutating the soldier into a Zombie, how do I do that? QUICK_EDIT
Just extract the brute mutate shp then. If it's the mummy it would be better you make a custom edit from its death played in reverse since it would be jarring to see a brute end up as a mummy _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Feb 02, 2014 11:51 am Post subject:
There's iirc a mutate-to-mummy animation released by MasterHaosis in the SHP forum. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Again, I know this is old like my last one: but this is how I would do it right?
because it seems that it will randomize the unit mutated...
Code:
;************ Anim to Infantry conversion ***********
;This list is the list referenced by the MakeInfantry index in Art.ini
AnimToInfantry=BRUTE,MUMY
Unit
Code:
[MUMY]
UIName=Name:MUMY
Name=Evil Mummy
Category=Civilian
Primary=Mummypunch
Secondary=Mummysmash
Prerequisite=YABRCK,NACLON
Strength=200
Armor=plate
TechLevel=8
CrushSound=InfantrySquish
Sight=6
Speed=3
Owner=YuriCountry
RequiredHouses=YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
Fraidycat=no
Civilian=no
Nominal=yes
Pip=yellow
VoiceSelect=MummySelect
VoiceMove=MummyMove
VoiceAttack=MummyMove
DieSound=MummyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
Unnatural=yes
CloseRange=yes
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
GuardRange=6
SelfHealing=yes
ImmuneToPsionics=yes
UseOwnName=true
Weapon
Code:
;mummy infantry puncher
[Mummypunch]
Damage=1
ROF=60
Range=1.4
Speed=100
Warhead=Mutate
;Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress
Works, BUT, how can I get it to where Mummies only mutate soldiers into other mummies rather than brutes? I want Brutes to come purely from Genetic Mutator... QUICK_EDIT
Again, I know this is old like my last one: but this is how I would do it right?
because it seems that it will randomize the unit mutated...
Code:
;************ Anim to Infantry conversion ***********
;This list is the list referenced by the MakeInfantry index in Art.ini
AnimToInfantry=BRUTE,MUMY ;This is a list, first is 0 then MUMY is 1 and so on, like it says above but you never read it !?
;mummy infantry puncher
[Mummypunch]
Damage=1
ROF=60
Range=1.4
Speed=100
Warhead=Mutate ;make a NEW ONE and add it to the list of warheads too.
;Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress
Warhead
[Mutate]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9 ;if you dont want brutes, don't use infdeath9, make new warhead with new infantry death (InfDeathAnim= in ARES manual)
Art Coding
[MUMMYD]
Layer=ground
MakeInfantry=57 ;O_O Totally wrong! This is not linked to infantrytypes list or where ever that odd value came from, proper value is 1 see above.
AltPalette=yes
Rate=200
Works, BUT, how can I get it to where Mummies only mutate soldiers into other mummies rather than brutes? I want Brutes to come purely from Genetic Mutator...
Code it appropriately as I commented your code flaws and you get your wish. QUICK_EDIT
I tried following the Brute Example, I read the ModEnc file, but the list didn't make much sense to me at that moment.
Okay, so I tried your changes, but they did not work... the Infantryman just dies now rather than changing into a Mummy or even Brute... but I want him to change into a Mummy. QUICK_EDIT
[MummyBattering]
Verses=100%,100%,100%,0%,0%,0%,30%,30%,20%,200%,100%
InfDeathAnim=MUMMYD
;GEF Unles we decide to put it back in DirectRocker=yes
Wall=yes
Wood=yes
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 07, 2014 7:34 pm Post subject:
Even his code is bonkers. But to counter you, I have currently like 4 mutations and 3 pure spawning via mutationlogic, and thank you, they all work as intended. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
;GEF
;************ Anim to Infantry conversion ***********
;This list is the list referenced by the MakeInfantry index in Art.ini
AnimToInfantry=BRUTE,MUMY
[MUMY]
UIName=Name:MUMY
Name=Evil Mummy
Category=Civilian
Primary=Mummypunch
Secondary=Mummysmash
Prerequisite=YABRCK,NACLON
Strength=200
Armor=plate
TechLevel=8
CrushSound=InfantrySquish
Sight=6
Speed=3
Owner=YuriCountry
RequiredHouses=YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
Fraidycat=no
Civilian=no
Nominal=yes
Pip=yellow
VoiceSelect=MummySelect
VoiceMove=MummyMove
VoiceAttack=MummyMove
DieSound=MummyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
Unnatural=yes
CloseRange=yes
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
GuardRange=6
SelfHealing=yes
ImmuneToPsionics=yes
UseOwnName=true
;mummy infantry puncher
[Mummypunch]
Damage=100
ROF=60
Range=1.4
Speed=100
Warhead=Convert
;Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress
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