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Spawning
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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Dec 25, 2002 12:26 am    Post subject:  Spawning Reply with quote  Mark this post and the followings unread

Two questions here,

1) Is it possible to make a unit spawn a parasitic ground unit, similar to the Teliaxu Leech, in which the parasite destorys the infected unit and reproduces a copy of the parent unit.

2) I created a nasty mobile verison of the Genetic Mutator. Which my infantry [succubus Twisted Evil ] deploys and all infantries around the blast area are corrupted, however they are neutral, is there a way to make as the orginal mutator, where the 'mutated' infantry are on your side?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Dec 25, 2002 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

1) Terror drones does that, doesnt it? I mean, I havent played this game for a long time, but...after "eating" the vehicle it just leaves it, unless you hit your own vehicle...

2) No idea, never tried...

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Wed Dec 25, 2002 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

heh, kinda confused on the definition of newbie topics......

1) I found an answer and its not a good one. Only air voxel units are spawned successfully from a ground unit. anything with another locomotor will crash the game or the spawned voxel moves arrogantly in a vertical line, until it goes off the map.....and if the air voxel were given a parasite warhead it wont 'eat', instead hovers aimlessly around the parent unit......

2) Its probably hard-coded for the Superweapons use only, since there is no MutatorWeapon, only warheads......Sad

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Dec 25, 2002 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
heh, kinda confused on the definition of newbie topics......


Ra2 Barracks = Questions, Answers
Ra2 Battle Lab = Researches

Quote:
1) I found an answer and its not a good one. Only air voxel units are spawned successfully from a ground unit. anything with another locomotor will crash the game or the spawned voxel moves arrogantly in a vertical line, until it goes off the map.....and if the air voxel were given a parasite warhead it wont 'eat', instead hovers aimlessly around the parent unit......


- Mate... that sucks...I really cant think about a better solution for that in the moment...

Quote:
2) Its probably hard-coded for the Superweapons use only, since there is no MutatorWeapon, only warheads......


- There is an Infantry Death animation for that...

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Wed Dec 25, 2002 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, i replaced the yuridie anim with a newer one to spawn mutant infantry, however they are 'born' neutral, unless your are saying that it is only possible to make them on your side by replacing the genetic mutator mutate anim.....i have to try that......thanx

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Dec 25, 2002 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

[MutateExplosion]
CellSpread=5;2
PercentAtMax=1
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9


If when you put inf death=9 on it the brute borns as neutral, then the rest is hard-coded... Btw, attention to InfDeath=9

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Dec 25, 2002 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, let's get into wiser replies.

1) The TerrorDrone has a parasite=yes in its warhead. So, be sure your weapon has parasite as warhead. Now the real problem is that the leech fires a larva, doesnt jump into it. So, LimboLaunch=no.

The TerrorDrone also uses a projectile which emulates it jumping inside it, however, it doesnt really jump inside it. A fake image does:

Quote:
[JUMP]
Image=DRONP ;Hmm...Requires an Image entry to get at Rotates=. Violates the same name default rule
AA=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes ; Borrows the convertClass from the firing unit - gets house color too
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes


The point is to change the name of this projectile and the picture it uses. You dont need to try to make a ground unit spawn a voxel... lol

2) Genetic Mutator 's superweapon is hard-coded, but there is a way to customize your warhead making it use the default warhead for mutation. First, take a look at the hard-coding lines:

Quote:
MutateExplosion=yes ; Should the Genetic Mutator use the MutateExplosionWarhead instead of just affecting a 3x3 cell area?

InfantryMutate=GENDEATH

MutateWarhead=Mutate
MutateExplosionWarhead=MutateExplosion


Basically, the warhead depends on what you select in the line MutateExplosion=

If you select yes, then it uses the warhead specified at MutateExplosionWarhead=, else it uses the one specified at MutateWarhead=


Now, you make your warhead with the custom settings you want and be sure that it has a line like that:

Anim=MYANIM ; Change MYANIM to whatever name you want for your new animation.


Open your art.ini and create [MYANIM] there. Customize it as you wish, but the warhead.

The warhead must be the one specified at MutateExplosionWarhead= if MutateExplosion=yes or the one specified at MutateWarhead= if MutateExplosion=no.


Good luck and sorry for the other dumber replies...

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Sat Dec 28, 2002 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

alright, i got that part done, since my mod doesnt feature Brutes, i just replaced the GENDEATH, with a newer animation that spawns mutant infantry...

On the teliaxu leech, I wanted it to reproduce itself via infection, however it would be depend on the larva reaching the host. I intended a vunerable spawned ground unit (larva) to infect the host and once the digestion process is complete, spawn another teliaxu leech. Unfortunately spawning units only works on aerial voxels...spawned shp units crash the game, or dont work.....and ground voxels....runaway...

but Im wondering if its possible to create some animation that sticks on the host, like the EMP sparkles, but I dont want it to replace the Legionnare's Logic. It should slowly damage the unit, (i know [damage=0.05]), and once it dies it would spawn something........so is it possible to have two different verisons of the mutator warhead, (ie two different verisons of the 9th infdeath animations?)

yep, this is one demanding post, thanks..

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Dec 28, 2002 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

akult wrote:
but Im wondering if its possible to create some animation that sticks on the host, like the EMP sparkles, but I dont want it to replace the Legionnare's Logic. It should slowly damage the unit, (i know [damage=0.05]), and once it dies it would spawn something........so is it possible to have two different verisons of the mutator warhead, (ie two different verisons of the 9th infdeath animations?)


- I'm gonna take a look at it as soon as I can, akult, but I really think that it's not possible to have 2 different versions of infdeath=9. These death animation are enumerated by Westwood and hard-coded. There is a possibility of finding their enumaration in a TLB file, yet, even if you add an option there, it won't work because it depends also on new code in the .exe file.

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Dec 31, 2002 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

so scratch that one out, sacrificies have to be made.... Sad


The good news I found an ingenious way to make a 'sticky' animation that can give the teliaxu leech effect, more of a contaminator, however it should only effect infantry due to the 9th infdeath and the unit spawing resistrictions. It replaces the Ivan Bomb logic. Replacing the five bomb frames in MOUSE.shp with something rabid and vile. Alter certain settings on the IvanWH, so that it doesn't use the Skull explosion, and the verses to an organic setting. This is perfect, it even has a 'cure'!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Dec 31, 2002 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Mar 19, 2003 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I so wish spawning was in TS
and Doggie logic
and psycic beacon logic
and..
oh well never mind

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DeathRay2K
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Joined: 01 Sep 2002
Location: Canada

PostPosted: Fri Mar 21, 2003 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Doggie logic [b]is[/b] in TS

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu Aug 14, 2003 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
- I'm gonna take a look at it as soon as I can, akult, but I really think that it's not possible to have 2 different versions of infdeath=9. These death animation are enumerated by Westwood and hard-coded. There is a possibility of finding their enumaration in a TLB file, yet, even if you add an option there, it won't work because it depends also on new code in the .exe file.


You CAN have two gen death anims

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Tratos
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Joined: 01 Jan 2003

PostPosted: Thu Aug 14, 2003 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

You can have as many infantry spawning anims as you want but only one of them can spawn player owned units, the rest will spawn neutral/civilian units.

Just add your infantry after the brute on the

AnimToInfantry= tag in rules.ini and then in art.ini find your animation and add

MakeInfantry=*

where * is the number of the infantry in the animtoinfantry tag you want to create, this counts from 0 so the brute is the first in the list and is classed as 0 on the makeinfantry tag.

You can have as many death anims as you like too but specific to the unit rather than the weapon, give it

DeathAnims= and you can choose what it plays when it dies.

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UmmErrKane
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Joined: 14 Aug 2002
Location: Nova Scotia, Canada

PostPosted: Mon Oct 06, 2003 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, now here's a question

Is there any way to make a unit spawn a parasite without killing anything? For example, if I wanted a unit that carries a certain amount of ammo (Say 3) and when it fires, it spawns a "minion." You could force-fire on the ground, say. Or, alternatively, can you make a unit that fires on the ground to spawn an immobile vehicle (Sorta like deploying a turret in the field)?

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Mon Oct 06, 2003 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about something like an aircraftcarrier?

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Oct 07, 2003 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Spawning vehicles is impossible, AFAIK. Only aircraft works that way. And before anyone asks, Slave Miner doesn't use Spawn code, it uses Enslaves instead. And that has many drawbacks, one of them being hunger for ore - going to ore immediately. Since they're uncontrollable, you can't move them...

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UmmErrKane
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Joined: 14 Aug 2002
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PostPosted: Wed Oct 08, 2003 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, so "deploying" a turret is out. How about spawning minions? Sorta like summoning something in an RPG

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hellfire
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Joined: 09 Jan 2003
Location: Canada

PostPosted: Wed Oct 08, 2003 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deploying turrets can be done but not the way you want. You wanna spawn them but you deploy to a building and it could give a free unit which would be your turret, and I think that this will be the same for your minions.

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