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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Random Mutation!
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Wed Oct 12, 2016 3:35 pm    Post subject:  Random Mutation!
Subject description: If you shoot a infantry with mutation warhead(InfDeath=9) ...
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If you guy shoot a infantry with mutation warhead(InfDeath=9) they will mutanting into another unit but i want the victim will change into one of many variant new units randomly.

Example: When unit A with InfDeath=9 warhead shoot down 6 infantry B
                 - One B guy mutanting into infantry C1.
                 - Second and third mutanting into infantry C2 (C2 =/= C1).
                 - The Fourth mutanting into infantry C3 (C3 =/= the rest).
                 - The Fifth mutanting into infantry C4 (C4 is different one).
                 - The Sixth die, not mutating.

Do you think about this?. This is cool if you are fan of zombie plague when you zombified many guy they change into ramdomly variant form of zombie with ramdomly setting.  Wink  Cool

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Oct 12, 2016 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Curiously, I was thinking of something similar awhile back, but never really bothered to formulate it into a coherent post.
I agree that this would be a useful feature; giving weak units a chance to mutate instead of being killed by certain effects, and stronger units a chance to transform into stronger mutants than weak units when affected would allow for accomodating a huge swathe of effects from fictional universes - from a more fine-tuneable implementation of Visceroid transformation, to replicating WH40K chaos powers, to replicating Fallout's FEV effects.

Edit: Actually, I would tie this into a larger request of per-target random effects in general. Random damage has already been requested before, several times. I believe that it'd be possible to put these in a bag.
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silverwind
Flamethrower


Joined: 11 Jun 2016

PostPosted: Thu Oct 13, 2016 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

What if InfDeathAnim= accepted a list of animations that would be used at random, instead of calling just one animation. Since MakeInfantry is called by the animation code, such an implementation will allow you to have a single warhead with varying mutation effects.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Oct 13, 2016 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've posted a request for a much broader revision of the entire InfDeath frame/anim system awhile ago. Your addition would certainly fit into that.

The desired situation, as per request, looked kind-of-like-this:

  • InfDeath takes any index (integer)
  • Each infantry artmd section can take an unlimited number of Die# tags.
  • A Die# tag can take either a frame call (as the current Die1-Die5 tags do) or an animation ID. This would be where your list of possible animations would fit in.
  • When a warhead kills an infantry unit, the game looks up the infantry's art's Die# indexed by the warhead's InfDeath# and displays the frames or animation given in that tag - or, with your addition, a frame series or animation randomly chosen from the ones listed in the tag.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Oct 14, 2016 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Could maybe make it so InfDeathAnim= could accept multiple entries.

With EMEffect the chosen anim is randomized already so if InfDeathAnim= would accept multiple entries you can get to this effect.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Oct 14, 2016 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Any suggestions should be posted at https://launchpad.net/ares
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Oct 14, 2016 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, shucks!

unknown_men, if this was not a feature request, or if you're just as happy about a stopgap solution for your request:
Atomic_Noodles just put our noses right into a solution. Simply give a warhead EMEffect and a list of animations that inflict damage, but via different warheads (with different mutations). Whoever fires it wouldn't be able to get promoted from 'kills', but if you have a zombie infection in mind, then perhaps that is not a drawback.
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