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the tags are in [General], not in [AudioVisual]! corrected
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{{Flag
{{Flag
|name={{PAGENAME}}
|values={{Values|unsigned integers|0 through 10}}
|files={{Categ|rules(md).ini}}
|values=integers
|special=none
|default=0
|default=0
|types={{Categ|Warhead|Warheads}}
|types={{Categ|Warheads}}
|games=[[RA]], [[TS]], [[RA2]], [[YR]]
|ra=yes
|am=yes
|cs=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}


<tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]].
{{f|InfDeath}} is used on a [[Warhead]] to specify the [[animation]] to play when an [[InfantryType]] is killed by it.


'''Note:''' Adding <tt>[[DeathAnims]]=</tt>''animation'' to an <tt>[[InfantryType]]</tt> will override ''any'' other death animations.
There are two exceptions:
* If the killed InfantryType has {{f|NotHuman|yes|link}} set, it will always use {{f|DieX|link}} sub-sequences instead.
* If it has animations specified by {{f|DeathAnims|link}}, these will override ''all'' other death animations.


{| style="vertical-align: middle; text-align: center;" class="table_descrow"
==Accepted values==
! rowspan=2 style="width: 7em; " | <tt>InfDeath</tt>
{|cellpadding="5" class="table_descrow"
! colspan=4 | Valid in
!Value
! rowspan=2 | Animation
!colspan="4"|Game Availability
!Animation
!Spawning?{{Sup|[[{{PAGENAME}}#Spawning|{{Arr|d}}]]}}
|-
|-
! style="width: 3em; border-left: 1px solid #000;" | RA
|style="text-align:center;"|<code>0</code>
! style="width: 3em;" | TS
|[[Image:Game_ra_yes.png]]
! style="width: 3em;" | RA2
|[[Image:Game_ts_yes.png]]
! style="width: 3em;" | YR
|[[Image:Game_ra2_yes.png]]
|[[Image:Game_yr_yes.png]]
|none
|style="text-align:center;"|{{N}}
|-
|-
| 0
|style="text-align:center;"|<code>1</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | null
|In {{Ra}}, twirly death (small arms); afterwards, {{f|Die1|link}} sub-sequence of the killed infantry
|style="text-align:center;"|{{N}}
|-
|-
| 1
|style="text-align:center;"|<code>2</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
|In Red Alert, explosion death (high explosive); afterwards, {{f|Die2|link}} sub-sequence of the killed infantry
|style="text-align:center;"|{{N}}
|-
|-
| 2
|style="text-align:center;"|<code>3</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
|In Red Alert, flying death (armor piercing); afterwards, animation specified by {{f|InfantryExplode|link}}
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
|-
|-
| 3
|style="text-align:center;"|<code>4</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, flying death (armor piercing), afterwards, <tt>[[InfantryExplode]]=</tt> ([<tt>[[General]]</tt>])
|In Red Alert, burn death (flames); afterwards, animation specified by {{f|FlamingInfantry|link}}
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
|-
|-
| 4
|style="text-align:center;"|<code>5</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, burn death (flames), afterwards, <tt>[[FlamingInfantry]]=</tt> ([<tt>[[General]]</tt>])
|In Red Alert, electro death; afterwards, animation listed second in the [{{f|Animations|link}}] array (regardless of numeration)
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
|-
|-
| 5
|style="text-align:center;"|<code>6</code>
| {{Y}}
|
| {{Y}}
|
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
|Animation specified by {{f|InfantryHeadPop|link}}
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
|-
|-
| 6
|style="text-align:center;"|<code>7</code>
| {{N}}
|
| {{N}}
|
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[General]]</tt>])
|Animation specified by {{f|InfantryNuked|link}}
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
|-
|-
| 7
|style="text-align:center;"|<code>8</code>
| {{N}}
|
| {{N}}
|
| {{Y}}
|
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[General]]</tt>])
|Animation specified by {{f|InfantryVirus|link}}
|style="text-align:center;"|{{Y}} {{co|'''Player'''|green}}
|-
|-
| 8
|style="text-align:center;"|<code>9</code>
| {{N}}
|
| {{N}}
|
| {{N}}
|
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[General]]</tt>])
|Animation specified by {{f|InfantryMutate|link}}
|style="text-align:center;"|{{Y}} {{co|'''Player'''|green}}
|-
|-
| 9
|style="text-align:center;"|<code>10</code>
| {{N}}
|
| {{N}}
|
| {{N}}
|
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[General]]</tt>])
|Animation specified by {{f|InfantryBrute|link}}
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
|-
|-
| 10
|style="text-align:center;"|<code>11+</code>
| {{N}}
|[[Image:Question.gif]]
| {{N}}
|[[Image:Question.gif]]
| {{N}}
|[[Image:Question.gif]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[General]]</tt>])
|No generic animation - must fill the {{f|DeathAnims|link}} array on the infantry that should have a special anim here. Otherwise there is no animation, just disappearance.
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
|}
|}
{{Bugs}}
=== #8 ===
InfDeath 8 (Virus death) assumes the animation for it has a {{f|SpawnsParticle|link}} set and will always try to spawn a particle - you can't make it skip this part. SpawnsParticle has a volatile default value, which means forgetting to set it to a valid particle on this animation will cause an IE or erratic behaviour.
Additionally, inflicting this on a {{f|NotHuman|yes|link}} (this effect does happen even though NotHuman should prevent it) or an airborne object spawns just one particle from SpawnsParticle, as opposed to normal behaviour (which is to spawn {{f|NumParticles|link}}).
=== #9 ===
InfDeath 9 (Genetic Mutator death) is hardcoded not to deal any damage to infantry that are not firmly on the ground (paratroopers), as well as not to play its animation if affecting an airborne object. In these cases, for lethal shots (which don't really happen given that damage isn't dealt, but that's how the game is coded) sub-sequence Die2 is forced instead.
=== All spawn-capable except #9 ===
These animations do not remap to firing house colours, only #9 does.
*If you don't consider DeathAnims, DeathAnims will always remap to victim's house
==Spawning==
In {{Yr}}, these death animations can be made to spawn a player-owned [[InfantryType]] via the [[MakeInfantry]] logic:
* {{f|InfDeath|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette if {{f|AltPalette|yes|link}}, however remappable colors will not acquire the correct player colour.
* {{f|InfDeath|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be remapped to the correct player colour.
All other {{f|InfDeath}} animations, besides those that are part of an infantry {{f|Sequence|link}}, can be made to spawn a neutral-owned InfantryType. These can be displayed in the unit palette if {{f|AltPalette|yes|link}}, however remappable colors will not acquire the correct player colour.
==See also==
[[DeathAnims]]
[[MakeInfantry]]

Latest revision as of 20:15, 9 July 2022

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: InfDeath
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. (Limited to: 0 through 10)
Default: 0
Applicable to: Warheads


InfDeath is used on a Warhead to specify the animation to play when an InfantryType is killed by it.

There are two exceptions:

  • If the killed InfantryType has NotHuman=yes set, it will always use DieX sub-sequences instead.
  • If it has animations specified by DeathAnims, these will override all other death animations.

Accepted values

Value Game Availability Animation Spawning?
0 none
1 In Red Alert, twirly death (small arms); afterwards, Die1 sub-sequence of the killed infantry
2 In Red Alert, explosion death (high explosive); afterwards, Die2 sub-sequence of the killed infantry
3 In Red Alert, flying death (armor piercing); afterwards, animation specified by InfantryExplode Neutral
4 In Red Alert, burn death (flames); afterwards, animation specified by FlamingInfantry Neutral
5 In Red Alert, electro death; afterwards, animation listed second in the [Animations] array (regardless of numeration) Neutral
6 Animation specified by InfantryHeadPop Neutral
7 Animation specified by InfantryNuked Neutral
8 Animation specified by InfantryVirus Player
9 Animation specified by InfantryMutate Player
10 Animation specified by InfantryBrute Neutral
11+ No generic animation - must fill the DeathAnims array on the infantry that should have a special anim here. Otherwise there is no animation, just disappearance. Neutral

Bugs/Side-Effects/Unexpected Limitations

#8

InfDeath 8 (Virus death) assumes the animation for it has a SpawnsParticle set and will always try to spawn a particle - you can't make it skip this part. SpawnsParticle has a volatile default value, which means forgetting to set it to a valid particle on this animation will cause an IE or erratic behaviour.

Additionally, inflicting this on a NotHuman=yes (this effect does happen even though NotHuman should prevent it) or an airborne object spawns just one particle from SpawnsParticle, as opposed to normal behaviour (which is to spawn NumParticles).

#9

InfDeath 9 (Genetic Mutator death) is hardcoded not to deal any damage to infantry that are not firmly on the ground (paratroopers), as well as not to play its animation if affecting an airborne object. In these cases, for lethal shots (which don't really happen given that damage isn't dealt, but that's how the game is coded) sub-sequence Die2 is forced instead.

All spawn-capable except #9

These animations do not remap to firing house colours, only #9 does.

  • If you don't consider DeathAnims, DeathAnims will always remap to victim's house

Spawning

In Yuri's Revenge, these death animations can be made to spawn a player-owned InfantryType via the MakeInfantry logic:

  • InfDeath=8, InfantryVirus, can be displayed in the unit palette if AltPalette=yes, however remappable colors will not acquire the correct player colour.
  • InfDeath=9, InfantryMutate, is hardcoded to use the unit palette and will be remapped to the correct player colour.

All other InfDeath animations, besides those that are part of an infantry Sequence, can be made to spawn a neutral-owned InfantryType. These can be displayed in the unit palette if AltPalette=yes, however remappable colors will not acquire the correct player colour.

See also

DeathAnims MakeInfantry