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Logic question
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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Fri Jan 31, 2014 5:10 am    Post subject:  Logic question Reply with quote  Mark this post and the followings unread

I added the Mummy to Yuri's side, now here's my question: is there a way to allow him to mutate soldiers he's killed into more mummies?

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Jan 31, 2014 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes there is, looking at the genetic mutator weapon would give all needed clues to make it.

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Fri Jan 31, 2014 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

it only exists in this area.

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Dutchygamer
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Location: Dordrecht, the Netherlands

PostPosted: Fri Jan 31, 2014 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue ).

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Fri Jan 31, 2014 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Nikademis Von Hisson
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Location: Wilkes Barre PA

PostPosted: Fri Jan 31, 2014 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Fri Jan 31, 2014 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jan 31, 2014 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Fri Jan 31, 2014 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

And how could you play Ares online?


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?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jan 31, 2014 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread


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GeneralSturnn
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PostPosted: Fri Jan 31, 2014 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still unsure even after reading this, why are there no examples ever?...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Feb 01, 2014 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Animtoinfantry=X

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.

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Sat Feb 01, 2014 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

;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?

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RP
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Location: Mapping God Heaven

PostPosted: Sat Feb 01, 2014 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a seperate animation, not a sequence.
You'd have to make your own, new animation to make it work out the way you want to.

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GeneralSturnn
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PostPosted: Sun Feb 02, 2014 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
It's a seperate animation, not a sequence.
You'd have to make your own, new animation to make it work out the way you want to.



No way to allow it to use the Brute animation? the same animation given two seperate names?

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Feb 02, 2014 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Graion Dilach
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PostPosted: Sun Feb 02, 2014 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

There's iirc a mutate-to-mummy animation released by MasterHaosis in the SHP forum.

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MasterHaosis
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PostPosted: Sun Feb 02, 2014 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread


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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Mon May 05, 2014 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

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




Warhead
Code:

[Mutate]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9




Art Coding
Code:
[MUMMYD]
Layer=ground
MakeInfantry=57
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...

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon May 05, 2014 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

GeneralSturnn wrote:
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.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 05, 2014 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

MUMY is number 57 in the InfantryTypes list BTW.

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Mon May 05, 2014 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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RIAKTOR
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Joined: 23 Nov 2013

PostPosted: Wed May 07, 2014 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Need Ares.
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=100
ROF=60
Range=1.4
Speed=100
Warhead=MummyBattering
;Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no




Warhead

Code:

[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





Art Coding

Code:
[MUMMYD]
Layer=ground
MakeInfantry=MUMMY
MakeInfantryOwner=killer
AltPalette=yes
Rate=200

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Wed May 07, 2014 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

You see, I have Ares, I did all of this and it just made the dead soldier into a Brute...

So apparently even in Ares... having two mutations is impossible?...


Also, what did you do? I don't see any changes to the code?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed May 07, 2014 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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"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
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=======================
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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed May 07, 2014 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use
[General]
AnimToInfantry=BRUTE,MUMY

As the anim to infatry usses index values based on this tags list.

And on ART code add
MakeInfantry=1

Instead of

MakeInfantry=MUMMY;You typoed also.

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Wed May 07, 2014 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, so here's my coding once again:

Art
Code:

;GEF New stuff
;MakeInfantry means that upon completion of the anim, a new infantry will be created
;see list in rules.ini
;0 = Brute
;1 = MUMY

[mummyd]
Layer=ground
MakeInfantry=1
MakeInfantryOwner=killer
AltPalette=yes
Rate=200



Rules
Code:
;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


[Convert]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=15



I added the Warhead, I did everything also listed here, what am I doing wrong?!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu May 08, 2014 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm just gonna use my own as a reference too lazy to find out whats wrong with yours...

Code:

;Rules

AnimToInfantry=BRUTE,BLOB

[BlobGas]
CellSpread=3
PercentAtMax=1
Verses=100%,100%,100%,50%,50%,50%,30%,30%,30%,100%,0%
InfDeathAnim=BLOBMK
Poison=yes
AnimList=BLOBEXP
ProneDamage=300%

;Art
[BLOBMK]
MakeInfantry=1
MakeInfantryOwner=Invoker
Layer=ground
Report=InfantryMelt
AltPalette=yes
Rate=600
UseNormalLight=yes

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GeneralSturnn
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Joined: 07 Nov 2012

PostPosted: Thu May 08, 2014 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Finally it works, now Infantry rushes will really ruin whoever used them's day.

Thanks so much.

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