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Infantry Animation Sequences

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Infantry animation sequences are well explained in the game files, so let us simply quote what's written in art(md).ini:

Infantry animations are grouped within a single art file. Unlike units, infantry animation layout is completely arbitrary and must be explicitly specified. Each infantry format file will be identified with one of these animation sequences.

The first number is the starting frame number. The second number is the number of frames of the animation. If this number is zero then the anim sequence is not present. The third number is the multiplier by the infantry facing to reach the facing specific animation start. If this last number is zero, then there is no facing specific version.

In addition, idle animations contain a fourth parameter which represents the direction the infantry should point to after playing that animation (in the game's near-isometric perspective). For example, E refers to East, or bottom-right in the player's perspective.

Example

[GISequence] ; section name
Ready=0,1,1 ; while ready
Guard=0,1,1 ; while in guard state
Prone=86,1,6 ; while prone
Walk=8,6,6 ; walking
FireUp=164,6,6 ; firing when standing up
Down=260,2,2 ; transition from standing up to prone
Crawl=86,6,6 ; cawling
Up=276,2,2 ; transition from prone to standing up
FireProne=212,6,6 ; firing while prone
Idle1=56,15,0,S ; special anim, played while unit has no orders
Idle2=71,15,0,E ; special anim 2, played while unit has no orders
Die1=134,15,0 ; Death by InfDeath=1
Die2=149,15,0 ; Death by InfDeath=2
Die3=0,1,1 ; AltDeath (usually not used anymore)
Die4=0,1,1 ; Death by Concussion (not used anymore)
Die5=0,1,1 ; Death by Fire (used by Doggie)
Deploy=300,15,0 ; when deploying (optional, only if unit deploys)
Deployed=292,1,1 ; when deployed (only if unit deploys)
DeployedFire=315,6,6 ; fire when deployed (only if deplyable)
DeployedIdle=0,0,0 ; special anim when no rders and deployed (only if deployed, and mostly unused)
Undeploy=276,2,2 ; undeploy
Paradrop=363,1,0 ; paratroop (frame for paradrops)
Cheer=364,8,0,E ; cheer anim
Panic=8,6,6 ; panic anim

List of Animations

Below is a list of all the animations that can be included in an infantry animation sequence, which games they are applicable to, and their hardcoded playback rates (relative to game frames, so larger means slower playback).

Animation Available in... Playback Rate
Ready 0 (only first frame of the animation is played)
Guard 0 (only first frame of the animation is played)
Prone 6
Walk 3
FireUp 1
FireProne 1
SecondaryFire 1
SecondaryProne 1
Down 1
Crawl 1
Up 1
Idle1 1 in TS/FS, 3 in RA2/YR
Idle2 1 in TS/FS, 3 in RA2/YR
Die1 1
Die2 1
Die3 1
Die4 1
Die5 1
Deploy 1
Deployed 1
DeployedFire 1
DeployedIdle 1
Undeploy 1
Paradrop 1
Cheer 3
Panic 4
Shovel 6
Carry 3
Fly 1
Hover 1 in TS/FS, 2 in RA2/YR
FireFly 1
Tumble 1
Struggle 1
AirDeathStart 1
AirDeathFalling 1
AirDeathFinish 1
Tread 3
Swim 1
WetAttack 1
WetIdle1 3
WetIdle2 3
WetDie1 1
WetDie2 1

Sound Effects (RA2/YR only)

Infantry animations can also define their own sound effects, using <Animation>Sounds as the flag, defined within the sequence. For example FireUpSounds=2 SlaveAttack. This applies to all the animation types in the sequence, so there's no reason to list all possible flags here.

See Also