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Infantry Sequences
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Animations specific to one infantry type are grouped within a single SHP file. Unlike other unit types, infantry animation layout is completely arbitrary and must be explicitly specified by an infantry sequence section in Art(md).ini.
As an example, let's take a look at one of the most common sequence types:
[E1Sequence] Ready=0,1,1 Guard=0,1,1 Prone=86,1,6 Walk=8,6,6 FireUp=164,6,6 Down=260,2,2 Crawl=86,6,6 Up=276,2,2 FireProne=212,6,6 Idle1=56,15,0,S Idle2=71,15,0,E Die1=134,15,0 Die2=149,15,0 Die3=0,1,1 Die4=0,1,1 Die5=0,1,1 Cheer=56,15,0,S Paradrop=0,1,0 Panic=8,6,6
Each flag in this section follows the same comma-separated value format:
- The first number is the starting frame number (0-based index).
- The second number is the number of frames in the animation. If this number is zero, then the animation is not present.
- The third number is a multiplier to the infantry facing (1-8) to reach the facing-specific animation start. In other words, it's the number of frames from the start of one facing-specific animation to the next. If this number is zero, then there is no facing specific version.
- The fourth value is one of the eight directions (N = North, NE = Northeast, and so on) that the infantry should face when this animation is played. The preceding third value must be zero.
Bugs/Side-Effects/Unexpected Limitations
- If you don't specify a number in Deployed for example Deployed= You will not be able to cancel the deployment of InfantryTypes