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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.
Notes
Many behaviors of Infantry are highly correlated with sequence, and even in mechanism implementation, directly modifying the target Infantry's sequence is often more effective than modifying the mission.