Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Mon Aug 11, 2008 2:10 am Post subject:
Cyborg Reaper Web Launcher (****)
Subject description: NPatch needed
With the help of Npatch ive found a way to recreate at a 100% the
functionality of the TSFS WebbedInfantry logic.
Im using the AnimToInfantry= and the InfDeathAnim= Npatch feature
First you will need a test unit.
Give it a weapon like this one. Almost the same as the TS one
Code:
[WebLauncher]
Damage=200;Thanks to the Webbed logic this was 0 in FS
ROF=200 ;was 180
Range=7
Projectile=WebCapsule
Speed=25
Warhead=WebMass
Report=RocketeerAttack
AttachedParticleSystem=SmallGreySSys;not really needed
[WebMass]
Wood=no
Wall=no
Verses=400%,400%,400%,0%,0%,0%,0%,0%,0%,0%,0%;So it just attacks Infantry
InfDeathAnim=WEBDIE;Here is the whole trick
Sparky=no
ProneDamage=400%
CellSpread=1.5;We want it to launch multiple webs at different targets
PercentAtMax=1
Add the WebMass to the Warheads list.
Now search the AnimToInfantry= tag in the rulesmd.ini and add: WEBGUY
It should looks like this:
AnimToInfantry=BRUTE,WEBGUY
We have to create the WEBGUY infantry.
Add it to the InfantryTypes list. And use this code to create it
Code:
; Webbed Infantry Hack
[WEBGUY]
UIName=Name:WEBGUY
Name=Webbed Infantry
Strength=75
Category=Soldier
Armor=light;This avoids the reaper from using the same weapon
TechLevel=-1
Sight=2
Speed=0;It's paralyzed
Cost=0
Soylent=0
Points=10
ROT=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
NavalTargeting=6
LandTargeting=1
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Infantry
ThreatPosed=25; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Passive=yes
SelfHealing=no
GuardRange=5
NotHuman=yes;I added this so it doesnt use any InfDeath anim when it gets killed
Pip=yellow
ImmuneToPsionics=yes;optional
IsSelectableCombatant=no;Wont be selected
ImmuneToRadiation=no
Bombable=yes
Crushable=yes
PhysicalSize=1
MovementZone=Infantry
Size=1
;DebrisAnims=CRYSTAL1,CRYSTAL3;This is if you have any Tiberium debris anim
;MaxDebris=4
;MinDebris=2
Selectable=no;Very important so it doesnt move
ImmuneToPoison=no
Trainable=no;wont be promoted
Fearless=yes; We dont want to use extra frames
There you have the paralyzed infantry...
Now add to the animlist:
XX=WEB ;The projectile image
XX=WEBDIE ;The InfDeathAnim=trick
XX=WEBSPAWNER ;The anim who spawns the WEBGUY
Let's go to the Artmd.ini, the most important one.
Add this somewhere:
Code:
;The webbed infantry and its sequence
[WEBGUY]
Voxel=no
Remapable=no
Sequence=websequence
Crawls=no
[websequence];pretty simple sequence because it doesnt move
Ready=0,6,0
Idle1=0,6,0,S
Idle2=0,6,0,S
Guard=0,6,0
Up=0,6,0
Cheer=0,6,0,S
Die1=0,1,0
Die2=0,1,0
Die3=0,1,0
Die4=0,1,0
Die5=0,1,0
;The projectile image
[WEB]
AnimPalette=yes
;The Warhead's InfDeathAnim
[WEBDIE]
Normalized=true
Flat=yes
Shadow=yes
Surface=yes
Next=WEBSPAWNER;If we add the MakeInfantry here, the WEBGUY will be player-owned
Palette=unittem.pal
[WEBSPAWNER]
Normalized=true
Flat=yes
Shadow=yes
Surface=yes
MakeInfantry=1;*It works, the webguy will now be civilian owned
Palette=unittem.pal
*=Use 1 so it spawns a WEBGUY. The 0 value is for the list brute before the WEBGUY
More info
Image 1: The Cyborg Reaper ready to attack a group of infantry with the Web Launcher
Image 2: Webbed Infantry
Image 3: Webbed Infantry
Image 4: The Cyborg Reaper will now use the antiarmor missiles against the webbed infantry to finish them off.
Initial description is wrong, this does not recreate the logic 100%. Using this, the infantry cannot escape the web, in TSFS, the logic behaved like EMP and would wear out after a time. QUICK_EDIT
since their forever neutral, so they get amnesia and writhe endlessly. if the reaper was killed off. also reaper kills two units, the original and the webguy so this could affect veteran/elite logic..but costs is what matters here?
unless you can make the webguy death spawn a genetic infantry character that could be upgraded.(npatch feature, yes?) although it would have be generic. ..and yes would cause a endless death loop. for reapers. but have some medic unit that can " save them via "MC" logic?
its been a while , but would not the "Squid" paralyze logic be more suited for this? _________________ Delirium.. QUICK_EDIT
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Mon Aug 11, 2008 8:43 pm Post subject:
No. I tried using the Squid paralyze. There's no way to have a specific animation for a paralyzed unit.
Also the paralyzes=yes must be combined with any limbolaunch= weapon and a parasite unit
Ickus wrote:
since their forever neutral, so they get amnesia and writhe endlessly. if the reaper was killed off. also reaper kills two units, the original and the webguy so this could affect veteran/elite logic..but costs is what matters here?
I dont remember if killing a civilian can promote a unit. If yes, just add it a cost. Regardless of the unit who got webbed.
Ickus wrote:
unless you can make the webguy death spawn a genetic infantry character that could be upgraded.(npatch feature, yes?) although it would have be generic. ..and yes would cause a endless death loop. for reapers. but have some medic unit that can " save them via "MC" logic?
Like a mummy :
Once the infantry is converted into a webguy there's no way to reverse this change. Because it cant spawn anymore any kind of infantry without dying. But you can have your medic to "kill" the webguy and give the medic a weapon that only fires against this "webguy" (By any Verses=trick in its warhead or by a new armor type) And this weapon should have a InfDeathAnim= that spawns a Mummy! obviously not controlled by civilians anymore, but by the medic's owner (player).
There is a solution to convert the civilian owned webguy into a mummy that is player-owned
[WebHeal]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% ;Webguy's armor isnt here
;EVerses= ;Even if you dont add something here the default is 100% so you dont have to put this tag to every warhead in the game unless you need it
InfDeathAnim=MUMMYSPAWNER ;The animation that spawns a player owned mummy
Search again and put the MUMY
AnimToInfantry=BRUTE,WEBGUY,MUMY
[ArmorTypes]
XX=NET
[WarheadTypes]
XX=WebHeal
[Animations]
XX=MUMMYSPAWNER
-----------------------------------------
;Artmd
[MUMMYSPAWNER] ;You can use an invisible anim again
MakeInfantry=2 ;Mummy
You can change the MUMY to whatever you want. In fact, if you properly code. you can give a medic to the soviets that cures the webguy into a conscript. a medic for the allies that cure a webguy into a GI, a yuri medic that cures the webguy into and infantry and lots of more medics at the same time. You just have to keep using the InfDeathAnim= and the MakeInfantry= correctly
If youre going to do a medic i recommend to use the ArmorTypes cheat (the code above) instead of the Verses= trick. Because the medic will shoot the light armored vehicles too unless you give a immunitytype tag to its warhead and make all Armor=light units immune to it except the webguy. Obviusly a more extense job _________________
Could be used for a weapon to use against itsself (range=0) (webguy) which spawns into something mutated for yuri so they take awhile to acutally transform giving the player time to fight them off before they mutate QUICK_EDIT
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