Sequence
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Flag: | Sequence |
File(s): | art(md).ini |
Values: | Strings: Normal text. (Limited to: art(md).ini sections) |
Default: | same as section name |
Applicable to: | InfantryTypes |
infantry animation sequence name [required].
[GI] ; GI
Cameo=GIICON
AltCameo=GIUICO
Sequence=GISequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=80,0,105
SecondaryFireFLH=80,0,90
[GISequence] ; section name (should be same as specified in Sequence= tag)
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 bullets
Die2=149,15,0 ; eath by explosion
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 (not used anymore)
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
Numbers are : A,B,C. A is the frame number in the SHP file in which action starts. B is the number of frames the animation lasts for each facing. If its 0, animation is unexistant. C is the number of facings it has after the first one and before the last one.
Theres a letter after some of the tag, that represents the direction the infantry should point to after playing that anim (isometrically). There are tags in here that are not present in other infantry due to the functions the different infantries may have.
(Walk=8,6,6,S)
Available tags (based on my survey)
- Ready
- Guard
- Prone
- Walk
- FireUp
- FireProne
- SecondaryFire (YR only)
- SecondaryProne (YR only)
- Down
- Crawl
- Up
- Idle1
- Idle2
- Die1
- Die2
- Die3
- Die4
- Die5
- Deploy
- Deployed
- DeployedFire
- DeployedIdle
- Undeploy
- Paradrop
- Cheer
- Panic
- Shovel (YR only)
- Carry (YR only)
- Fly
- Hover
- FireFly
- Tumble
- AirDeathStart
- AirDeathFalling
- AirDeathFinish
- Tread
- Swim
- WetAttack
- WetIdle1
- WetIdle2
- WetDie1
- WetDie2
See Also
These sequences can also define their own sound effects, using *Sounds= as the label, defined within the Sequence.
However, listing all these labels would be too cumbersome, as the program does not create labels for them individually.
- For example, you cannot search for the string 'DeploySounds' in game(md).exe; it is the name of the INI Keys added after obtaining the Sequence type.
Therefore, only a few pages are used as examples here.
- UpSounds
- CrawlSounds
- DownSounds
- WalkSounds
- ProneSounds
- ReadySounds
- GuardSounds
- FireUpSounds
- FireProneSounds
- SecondaryFireSounds
- SecondaryProneSounds
- Idle1Sounds
- Idle2Sounds
- Die1Sounds
- Die2Sounds
- CheerSounds
- DeploySounds
- DeployedSounds
- UndeploySounds
- FlySounds
- FireFlySounds
- HoverSounds
- TumbleSounds
- AirDeathStartSounds
- AirDeathFallingSounds
- AirDeathFinishSounds
- ParadropSounds
- TreadSounds
- SwimSounds
- WetAttackSounds
- WetIdle1Sounds
- WetIdle2Sounds
- WetDie1Sounds
- WetDie2Sounds
- PanicSounds
- ShovelSounds
- CarrySounds
Correspondingly, if a Sequence does not exist in Yuri's Revenge, then there is also no corresponding INI tag named <SequenceType>Sounds for this Sequence in Yuri's Revenge.