DeathAnims: Difference between revisions

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{{Flag
{{Flag
|name=DeathAnims
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|ares=yes
|ares=yes
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Defines which animation sequence should be used when this InfantryType is killed. This is used because InfantryTypes cannot have an Explosion= defined. The animation sequence must be listed in the [Animations] section of RULES.INI and defined in ART.INI. Note that this will over-ride the InfDeath= logic on any Warhead= that kills this unit as this animation will always be displayed when the unit is killed regardless of the type of death that has been inflicted.
Defines which animation sequence should be used when this InfantryType is killed. This is used because InfantryTypes cannot have an [[Explosion]]= defined. The animation sequence must be listed in the [Animations] section of RULES.INI and defined in ART.INI. Note that this will over-ride the [[InfDeath]]= logic on any Warhead= that kills this unit as this animation will always be displayed when the unit is killed regardless of the type of death that has been inflicted.


==Example==
==Example==
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  DeathAnims=Anim0,Anim1,Anim2,Anim3......
  DeathAnims=Anim0,Anim1,Anim2,Anim3......
  ...
  ...
Each elements in this sequence corresponds to the assignment of [Warhead] > InfDeath=<int>
Each elements in this sequence corresponds to the assignment of [Warhead] > {{f|InfDeath|<int>|link}}
like  
<br>like  
InfDeath=0 → Anim0,  
<br>{{f|InfDeath|0|link}} → Anim0,  
InfDeath=3 → Anim3
<br>{{f|InfDeath|3|link}} → Anim3


If InfDeath= is too large, there is no corresponding element, then, the last one in the list will be played. So you can enjoy using InfDeath=114514 or other, As long as its corresponding element is still within the upper character reading limit of DeathAnims=.
If [[InfDeath]]= is too large, there is no corresponding element, then, the last one in the list will be played. So you can enjoy using {{f|InfDeath|14|link}} or other, As long as its corresponding element is still within the upper character reading limit of DeathAnims=.


*DeathAnims=none will disable this logic and use the settings in [AudioVisual] as before.
*{{f|DeathAnims|none|link}} will '''disable''' this logic and use the settings in [General] as before.


If you want a sequence similar to the original effect, you can try this one:
If you want a sequence similar to the original effect, you can try this one:
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  DeathAnims=dummy,<die1>,<die2>,S_BANG34,FLAMEGUY,ELECTRO,YURIDIE,NUKEDIE,VIRUSD,GENDEATH,BRUTDIE
  DeathAnims=dummy,<die1>,<die2>,S_BANG34,FLAMEGUY,ELECTRO,YURIDIE,NUKEDIE,VIRUSD,GENDEATH,BRUTDIE
  ...
  ...
==Note==
This list is only valid for 15 entries, that is, the range of {{f|InfDeath|link}}=0-14. If you want to fully utilize this, you need to use Ares's [Warhead] > {{f|InfDeathAnim|<animation>|link}} to redefine all the original generic death animations for each warhead (a simple batch replacement) to free up these '''15''' slots.
*Only then can you better use this death animation settings defined for the deceased.
If {{f|InfDeath|15|link}}, and the [Infantry] > {{f|DeathAnims|link}} list does indeed have the corresponding 16th item.it should theoretically play the 16th entry (counting from 1) in the list defined by [Infantry] > {{f|DeathAnims|link}}=.
*However, in practice, it will play an empty effect, just like when [Warhead] > {{f|InfDeath|0|link}} is set without defining [Infantry] > {{f|DeathAnims|link}}=.
If {{f|InfDeath|16|link}} or more, then it will use the first entry in the list defined by [Infantry] > {{f|DeathAnims|link}}=.
<br>If the index number specified by [[InfDeath]] + 1 is greater than the actual number of entries owned by [Infantry] > {{f|DeathAnims|link}}=, that is, there is no corresponding item
<br>(including the case where {{f|InfDeath|15|link}} but the [Infantry] > {{f|DeathAnims|link}} list does not have 16 Animations written),
<br>then the first item of [Infantry] > {{f|DeathAnims|link}}= will be used in the same way.<br>
If you include a comma before any other animation, will make the animation next to it will be considered an animation that died from {{f|InfDeath|1|link}} always<br>
Example:<br>
'''DeathAnims=,,,S_BANG34,FLAMEGUY,ELECTRO,YURIDIE'''<br>


{{bugs}}
{{bugs}}
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Because DeathAnims can only fill in Animations, the corresponding animation will also be played for InfDeath1 and InfDeath2, instead of [InfantrySequence] > Die1=<sequence> and Die2=<sequence>
Because DeathAnims can only fill in Animations, the corresponding animation will also be played for InfDeath1 and InfDeath2, instead of [InfantrySequence] > Die1=<sequence> and Die2=<sequence>


*Of course, you can solved this problem by using MakeInfantry to make another infantry die together with the original infantry.The effect looks good.(See the [https://t.bilibili.com/680975431479853076 fourth item] in See also for details)
*Of course, you can solved this problem by using [[MakeInfantry]] to make another infantry die together with the original infantry.The effect looks good.(See the [https://t.bilibili.com/680975431479853076 fourth item] in See also for details)


DeathAnims has some other effects:
DeathAnims has some other effects:
*First, you can add death animation without any extension patch, such as Ares.
*First, you can add death animation without any extension patch, such as [[Ares]].
*For InfDeath=5, the old theory was that the game would always use the second one in the [Animations] list, rather than using statements like [AudioVisual] > InfantryNuked=<animation> (unless you use Ares.  Ares can allow you to use the [AudioVisual] > InfantryElectrocuted=<animation>).
*For {{f|InfDeath|5|link}}, the old theory was that the game would always use the second one in the [Animations] list, rather than using statements like [General] > {{f|InfantryNuked|<animation>|link}} (unless you use Ares.  Ares can allow you to use the [AudioVisual] > {{f|InfantryElectrocuted|<animation>|link}}).
However, if you use DeathAnims, it will normally use the sixth item in this list instead of the second item in the [Animations] list, that is, you can define ElectrocutedDeath through DeathAnims!
However, if you use DeathAnims, it will normally use the sixth item in this list instead of the second item in the [Animations] list, that is, you can define ElectrocutedDeath through DeathAnims!


*With my great effort, any infantry death from any warhead with '''InfDeath=8''' can be remapped correctly by faction.
*With my great effort, any infantry death from any warhead with '''{{f|InfDeath|8|link}}''' can be remapped correctly by faction.


Without changing the animation in the [[InfantryVirus]] section, such as '''InfantryVirus=GENDEATH1'''
Without changing the animation in the [[InfantryVirus]] section, such as '''InfantryVirus=GENDEATH1'''
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'''DeathAnims=dummy,<die1>,<die2>,S_BANG34,FLAMEGUY,ELECTRO,YURIDIE,NUKEDIE,GENDEATH2,GENDEATH,BRUTDIE'''
'''DeathAnims=dummy,<die1>,<die2>,S_BANG34,FLAMEGUY,ELECTRO,YURIDIE,NUKEDIE,GENDEATH2,GENDEATH,BRUTDIE'''


When an infantryman dies So I know Infantry mutations always use '''InfDeath=9(GENDEATH)''' ignoring mutations from '''InfDeath=8(GENDEATH2)'''.
When an infantryman dies So I know Infantry mutations always use '''{{f|InfDeath|9|link}}(GENDEATH)''' ignoring mutations from '''{{f|InfDeath|8|link}}(GENDEATH2)'''.


This is because infantry can remap colors correctly. Regardless of infantry death from weapons with '''InfDeath=9''' from any party '''Brute''' caused by mutation It will always belong to that side.
This is because infantry can remap colors correctly. Regardless of infantry death from weapons with '''{{f|InfDeath|9|link}}''' from any party '''Brute''' caused by mutation It will always belong to that side.


'''(My infantry (green) uses mutated weapons. Kill the Red Army soldiers. "Brute" caused by killing By the skill of the Green Army soldiers. will always belong to the red side)'''
'''(My infantry (green) uses mutated weapons. Kill the Red Army soldiers. "Brute" caused by killing By the skill of the Green Army soldiers. will always belong to the red side)'''
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*The animations generated by DeathAnims all have their owner. They can remap their owner colors like InfDeath9, and generate BRUTE with their owner House.
*The animations generated by DeathAnims all have their owner. They can remap their owner colors like InfDeath9, and generate BRUTE with their owner House.
**However, DeathAnims will use the owner of the dead Infantry, that is, the Infantry you generate through DeathAnims belongs to the original owner of the dead Infantry, so it cannot complete replace the original InfDeath9. Of course, maybe this is just right to meet your design needs.
**However, DeathAnims will use the owner of the dead Infantry, that is, the Infantry you generate through DeathAnims belongs to the original owner of the dead Infantry, so it cannot complete replace the original InfDeath9. Of course, maybe this is just right to meet your design needs.
***If you use Ares, you can add MakeInfantryOwner=killer on animation to solve this problem, so that the generated infantrytype belongs to the house of the killer.
***'''If you use [[Ares]], you can add {{f|MakeInfantryOwner|killer|link}} on animation to solve this problem, so that the generated infantrytype belongs to the house of the killer.'''


{{Automatictypelist|Animations|Animations}}
{{Automatictypelist|Animations|Animations}}
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*[[Sequence]]
*[[Sequence]]
*[[MakeInfantry]]
*[[MakeInfantry]]
[[Category:Review for fake conversion and revert if necessary]]