firefly101 Posted July 27, 2020 Share Posted July 27, 2020 Hello, I was wondering if there was a way to make Worms swallow Infantry they way they do Vehicles. There must be a hex number or something that allows this? thanks 1 Quote Link to comment Share on other sites More sharing options...
lovalmidas Posted August 1, 2020 Share Posted August 1, 2020 (edited) In TibEd, this is encoded in the flag "MoveInfantryZone" for each unit, which on a hex editor represents byte (0x100 * n + 0x11 in Templates.bin file, where n is the Unit ID). My experiments seem to tell me that setting determines if the unit is an Infantry or a Vehicle: MoveInfantryZone (in TibEd; this looks more like "IsInfantry". Values: 00 , 01) * If not an infantry: (1) The unit occupies a full square and not a sub-square. (2) The unit no longer moves into infantry-only zones. (3) The unit loses its firing and death animations (and perhaps the death voice too?) (4) The unit emits smoke at half-health (5) The unit is no longer eligible to be ejected from a sold building. In this case the next available infantry, e.g. the Trooper is used instead (6) The unit is eligible for worm attack The last point is the item you are looking for. Unfortunately, this control comes as a single switch that controls several things at once. It is not yet certain if finer controls exist for each individual items. If not, you might need some heavier editing (either through other files, e.g. hide the smoke by figuring out invisible smoke, or editing the game executable itself which is not trivial) if you need just the worm attack. Edited August 1, 2020 by lovalmidas Quote Link to comment Share on other sites More sharing options...
firefly101 Posted August 1, 2020 Author Share Posted August 1, 2020 Thank you for the reply, i was afraid of that. I suspected something similar, but I thought it didn't hurt to ask if there was some way. The game was made a long time ago and one can see the difference in the engine from Dune2000 to Emperor, at least on ease of editing. Well I small work around was to allow the worm to Crush Infantry, I watched a worm chance a unit and crush them, which is not bad, but the swallowing would have been nice! Quote Link to comment Share on other sites More sharing options...
Fey Posted August 1, 2020 Share Posted August 1, 2020 Just now, firefly101 said: Well I small work around was to allow the worm to Crush Infantry, I watched a worm chance a unit and crush them, which is not bad, but the swallowing would have been nice! lmao. That's an interesting workaround. I like the idea. Hey, if your mod is going to involve mostly infantry, you can change the sprites for the infantry crush deaths. Make them get sucked into the ground. Even if a Harvester crushes one, the infantry will still appear to be pulled under the vehicle, so that could work. What do you think? Quote Link to comment Share on other sites More sharing options...
Amander Posted August 1, 2020 Share Posted August 1, 2020 All you can do is provide enough radius to damage units near targets. Quote Link to comment Share on other sites More sharing options...
Fey Posted August 2, 2020 Share Posted August 2, 2020 That's another good idea, one I had as well, but we'd need the worm's sprites to be increased in size to really sell that mechanic. I'd love to make the worm attack a 3x3 sort of attack, but I haven't had any luck scaling up the worm's sprites in any remotely decent way. Quote Link to comment Share on other sites More sharing options...
Klofkac Posted August 18, 2020 Share Posted August 18, 2020 On 8/1/2020 at 9:48 AM, lovalmidas said: MoveInfantryZone (in TibEd; this looks more like "IsInfantry". Values: 00 , 01) * If not an infantry: (1) The unit occupies a full square and not a sub-square. (2) The unit no longer moves into infantry-only zones. (3) The unit loses its firing and death animations (and perhaps the death voice too?) (4) The unit emits smoke at half-health (5) The unit is no longer eligible to be ejected from a sold building. In this case the next available infantry, e.g. the Trooper is used instead (6) The unit is eligible for worm attack Just to supplement, this property drives one more thing (7): The announcement that is said when you start building that unit. If MoveInfantryZone is 0, then anouncer says "Building", if 1, then it says "Training". I was looking for a property which drives the announcer, ending up finding MoveInfantryZone is actually a Vehicle/Infantry switch. Quote Link to comment Share on other sites More sharing options...
firefly101 Posted August 20, 2020 Author Share Posted August 20, 2020 I wanted to ask a question about Squish infantry. Is the setting based on the 32pixel per square or is the number some other calculation? What I am asking is the current setting is 9 should I change it to 32 to destroy every unit in the square so all 5 infantry are killed instantly? Quote Link to comment Share on other sites More sharing options...
Fey Posted August 21, 2020 Share Posted August 21, 2020 2 hours ago, firefly101 said: Squish When a vehicle heavy enough to crush them moves across a sub-tile, enemy infantry there are instakilled. The worm attack warhead radius is for when the attack occurs against a vehicle. No need to boost that for 'crushing' infantry! Quote Link to comment Share on other sites More sharing options...
firefly101 Posted August 21, 2020 Author Share Posted August 21, 2020 No I was asking about the Squish Range in the map editor. Its set for 9 but I wonder what setting to more would do, if that number is based on 32 per square or something else. The AI manual doesn't say. Quote Link to comment Share on other sites More sharing options...
Fey Posted August 21, 2020 Share Posted August 21, 2020 1 minute ago, firefly101 said: Squish Range in the map editor OH, THAT. I think that's 'from how many tiles away should I prioritize crushing infantry over shooting at them. Doesn't affect Harvesters, but it should affect Combat Tanks. Quote Link to comment Share on other sites More sharing options...
firefly101 Posted August 21, 2020 Author Share Posted August 21, 2020 I see a useless setting for anything but vehicles. oh well. Maybe later someone will crack the code on some of this stuff. Quote Link to comment Share on other sites More sharing options...
firefly101 Posted August 23, 2020 Author Share Posted August 23, 2020 I wonder is there a unique death animation for squished infantry or is it used for other deaths as well? Reason I ask is if its unique to squishing infantry then I could possibly replace animation with the worm eating them on death? Quote Link to comment Share on other sites More sharing options...
Fey Posted August 23, 2020 Share Posted August 23, 2020 55 minutes ago, firefly101 said: I wonder is there a unique death animation for squished infantry To my knowledge, the death animation for squished infantry is unique to squishing infantry. No weapon should use that sort of death animation. Each death animation should be eight frames total, so I imagine squishing them is eight frames too. There might be one animation that's twelve frames, IIRC, but I don't remember which one that is. I just know it ain't for squished infantry. I wouldn't recommend making the animation be that the worm eats the infantry though! The worm can "crush" multiple infantry at once, so I would recommend, simply, an animation of them being quickly pulled into the ground. I would also love to have a look at this sort of behavior for the worm in my own mod, so having an animation like that which wouldn't look wrong under vehicles OR when a worm passes beneath the infantry would be a fantastic and very welcome addition. Quote Link to comment Share on other sites More sharing options...
firefly101 Posted August 23, 2020 Author Share Posted August 23, 2020 Neat Idea, kinda like tremors movie. I wish I knew which one was the animation it would have saved time checking, but I like the idea of pulling down, maybe a black spot like a hole also. Thanks I was hoping it was unique, I know it wont be certain ones as they have weapons flying around and stuff. So I will get to work on something, and may make 2 types one with worm eating and one pulled under. Quote Link to comment Share on other sites More sharing options...
Fey Posted August 23, 2020 Share Posted August 23, 2020 Considering your work on the Troopers, I imagine whatever you come up with will look great. Many less frames to work on, too, but just gotta do it for more infantry. I checked the animations for... I think it was the Sardaukar or Saboteur at one point. Here were my notes on them:Death 1 (shocked / knocked) 1106 1113 1120 1127 1134 1141 1148 1155 1162 1163 1164 1165 Death 2 (bullets) 1107 1114 1121 1128 1135 1142 1149 1156 Death 3 (missiles) 1108 1115 1122 1129 1136 1143 1150 1157 Death 4 (explosive) 1109 1116 1123 1130 1137 1144 1151 1158 Death 5 (Sab kaboom, prob crush too) 1110 1117 1124 1131 1138 1145 1152 1159 I think those frame numbers are for the Sardaukar. Perhaps the setup for other infantry is consistent with this style, where the next frame in a death animation is down eight. and they mostly have a total of eight frames. The death animations tend to be a bit over the top, so maybe as the infantry are pulled down, some blood spurts up? A black hole would look kind of strange appearing for only eight frames; the infantry being pulled into the ground can be made apparent without such a thing appearing, I'm certain. Anyway, hope that helps. Quote Link to comment Share on other sites More sharing options...
firefly101 Posted August 24, 2020 Author Share Posted August 24, 2020 Thank you, I have no idea exactly what will be done until I work on them and see what it looks like. I figure to take one unit and do a test, like you said a black hole may not look right etc. what I want to do is make it look like they were pulled under. Now I just need to see what works in game. Hands in the air being pulled down would look nice. lol Quote Link to comment Share on other sites More sharing options...
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