Posted: Wed Dec 25, 2002 12:26 am Post subject:
Spawning
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 ] 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? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Dec 25, 2002 3:50 am Post subject:
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...
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...... QUICK_EDIT
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... QUICK_EDIT
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 QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Dec 25, 2002 11:45 pm Post subject:
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?
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.. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Dec 28, 2002 4:13 pm Post subject:
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. QUICK_EDIT
so scratch that one out, sacrificies have to be made....
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'! QUICK_EDIT
- 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 _________________ Please, read the signature rules of the forum. QUICK_EDIT
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. QUICK_EDIT
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)? QUICK_EDIT
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... QUICK_EDIT
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. _________________
All hail me
QUICK_EDIT
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