MakeInfantry
| Flag: | MakeInfantry |
| File(s): | art(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Special Values: | -1 (do not use MakeInfantry logic) |
| Default: | -1 |
| Applicable to: | Animations |
Specify an index in the rulesmd.ini→[General]→AnimToInfantry= list corresponding to InfantryType to determine the type of infantry that this animation spawns after playback ends.
Notes
When using Next to chain a series of animations, the first animation determines the owner, while the last animation uses MakeInfantry to control the spawn types.
If an animation is called by [AudioVisual]→InfantryMutate=(corresponding to InfDeath=9), it is hardcoded to use the remappable unit palette mode for rendering.
Animation Owner
Animation is assigned to a house only in the following two cases:
- Animations created by infantry deaths and triggered by [General]→InfantryVirus= or [General]→InfantryMutate=.
- An animation named [PSIWARN] created at that location when a building with Psychic Detection effect detects the impact point of a Type=MultiMissile super weapon.
In all other cases, use neutral house.
- Ares extends this logic by allowing MakeInfantryOwner to control ownership on the first animation in Next sequences
- Additionally, Ares changes the default owner of animations in the DeathAnims list (created by infantry deaths) to the victim.
Bugs/Side-Effects/Unexpected Limitations
Do not use an area-effect mutation weapon if paratroopers are not immune to it - an Internal Error will occur if a falling paratrooper is killed by an area-effect mutation weapon (point based mutation deaths seem to be okay and just result in the paratrooper exploding, and the Genetic Mutator super weapon appears to have been designed to prevent it killing such infantry).
When an animation that has this flag set is playing and the cell is obstructed so the infantry cannot be spawned (e.g., a vehicle is parked in that cell), the game will stubbornly keep trying to place it, and cause increasing lag, as well as an ever-growing memory leak, for the remainder of the game session. The only way to prevent accumulating lag is to make sure the cell in question is clear. Note that this also happens when the cell is occupied by invincible objects such as impassable terrain tiles (cliffs, water) or TerrainTypes such as ore mines. In this case, there is no fix for the ever growing lag and memory leakage, short of aborting the current game session.
- Ares 0.1 fixes this by simply deleting the animation if the new infantry unit cannot be spawned.
See Also
Using MakeInfantry Logic tutorial by Marshall