NotHuman
| Flag: | NotHuman |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | InfantryTypes |
Define whether this InfantryType is not human, typically used for wildlife.
Notes
NotHuman=yes makes an InfantryType always use the sub-sequence specified by Die1 when it is killed, regardless of the value of InfDeath on the warhead that kills it. It also prevents the animations specified by DeadBodies from being displayed upon the unit's death.
This can be overridden if the InfantryType has animations specified by DeathAnims, as these take precedence over all other death animations.
In unmodded Red Alert 2, NotHuman=yes is used for animals like the Alligator and the Cow to keep them from displaying death animations like the one specified by FlamingInfantry, since those are only suitable for human-shaped InfantryTypes.
- In vanilla, Dolphin and Giant Squid belong to VehicleType and do not use this flag.
Bugs/Side-Effects/Unexpected Limitations
This will cause infantry with a Paradrop sequence to ignore Crashable=no and crash on the ground when killed in the air.
- This bug has been fixed in Phobos Build#49.
References
Starting from Phobos Build#22, infantry with NotHuman=yes can be set to randomly use the DieX sequence, not limited to Die1. Refer to Phobos documentation - Random death animaton for NotHuman infantry.
- It also allows warheads to specify which specific DieX sequence to trigger for such infantry. Refer to Phobos documentation - Trigger specific NotHuman infantry Death anim sequence.