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InfDeath: Difference between revisions

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Marshall (talk | contribs)
added special notes for InfDeaths 8 and 9 and reformatted table
Reformatted table looked awful, revert; removing |special=none under the assumption that it's false, since it's not an integer and not mentioned by DZ; included previously added notes in own section.
Line 2: Line 2:
|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|rules(md).ini}}
|files={{Categ|rules(md).ini}}
|values=integers
|values=0-10
|special=none
|default=0
|default=0
|types={{Categ|Warhead|Warheads}}
|types={{Categ|Warhead|Warheads}}
Line 21: Line 20:
'''Note:''' {{TTL|DeathAnims|animation}}, if defined on an InfantryType, will override ''any'' other death animations.
'''Note:''' {{TTL|DeathAnims|animation}}, if defined on an InfantryType, will override ''any'' other death animations.


{| style="vertical-align: middle; text-align: center;" class="table_descrow"
==InfDeaths==
! rowspan=2 style="width: 6em; " | <tt>InfDeath</tt>
{| align="center" cellpadding="2" style="vertical-align: middle; text-align: center; width: 95%;" class="table_descrow"
! rowspan=2 style="width: 7em; " | {{tt|InfDeath}}
! colspan=4 | Valid in
! colspan=4 | Valid in
! rowspan=2 | Animation
! rowspan=2 | Animation
! rowspan=2 style="width: 18em; "| Special
|-
|-
! style="width: 5em;" | RA/CS/AM
! style="width: 3em; border-left: 1px solid #aaaaaa;" | RA/CS/AM
! style="width: 5em;" | TS/FS
! style="width: 3em;" | TS/FS
! style="width: 5em;" | RA2
! style="width: 3em;" | RA2
! style="width: 5em;" | YR
! style="width: 3em;" | YR
|-
|-
| {{Tt|0}}
| {{Tt|0}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | null
| style="text-align: left;" | null
| style="text-align: left;" |
|-
|-
| {{Tt|1}}
| {{Tt|1}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" |
|-
|-
| {{Tt|2}}
| {{Tt|2}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" |
|-
|-
| {{Tt|3}}
| {{Tt|3}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
| style="text-align: left;" |
|-
|-
| {{Tt|4}}
| {{Tt|4}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
| style="text-align: left;" |
|-
|-
| {{Tt|5}}
| {{Tt|5}}
Line 78: Line 72:
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
| style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
| style="text-align: left;" |
|-
|-
| {{Tt|6}}
| {{Tt|6}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
| style="text-align: left;" |
|-
|-
| {{Tt|7}}
| {{Tt|7}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryNuked}}
| style="text-align: left;" | {{TTL|InfantryNuked}}
| style="text-align: left;" |
|-
|-
| {{Tt|8}}
| {{Tt|8}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryVirus}}
| style="text-align: left;" | {{TTL|InfantryVirus}}
| style="text-align: left;" | Allows the corresponding animation to spawn a player-owned [[InfantryType]] using [[MakeInfantry]] logic. However, the animation will not be remapped to the correct player colour if {{TTL|AltPalette|yes}} is set.
|-
|-
| {{Tt|9}}
| {{Tt|9}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryMutate}}
| style="text-align: left;" | {{TTL|InfantryMutate}}
| style="text-align: left;" | Allows the corresponding animation to spawn a player-owned [[InfantryType]] using [[MakeInfantry]] logic. The animation is hard-coded to use the unit palette, and the animation will be remapped to the correct player colour.
|-
|-
| {{Tt|10}}
| {{Tt|10}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryBrute}}
| style="text-align: left;" | {{TTL|InfantryBrute}}
| style="text-align: left;" |
|}
|}
==Spawning==
'''<code>InfDeath=8</code>''' (InfantryVirus) allows the corresponding animation to spawn a player-owned [[InfantryType]] using [[MakeInfantry]] logic. However, the animation will not be remapped to the correct player colour if {{TTL|AltPalette|yes}} is set.<br>
'''<code>InfDeath=9</code>''' (InfantryMutate) allows the corresponding animation to spawn a player-owned [[InfantryType]] using [[MakeInfantry]] logic. The animation is hard-coded to use the unit palette, and the animation will be remapped to the correct player colour.
==See also==
*[[MakeInfantry]]

Revision as of 23:32, 14 April 2008

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: 0-10
Default: 0
Applicable to: Warheads


InfDeath defines the animation that is played if an InfantryType without Template:TTL is killed by this Warhead.

Note: Template:TTL, if defined on an InfantryType, will override any other death animations.

InfDeaths

InfDeath Valid in Animation
RA/CS/AM TS/FS RA2 YR
0 null
1 In RA, CS and AM, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry
2 In RA, CS and AM, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry
3 In RA, CS and AM, flying death (armor piercing), afterwards, Template:TTL
4 In RA, CS and AM, burn death (flames), afterwards, Template:TTL
5 In RA, CS and AM, electro death, afterwards, second animation (#1) from [Animations]
6 Template:TTL
7 Template:TTL
8 Template:TTL
9 Template:TTL
10 Template:TTL

Spawning

InfDeath=8 (InfantryVirus) allows the corresponding animation to spawn a player-owned InfantryType using MakeInfantry logic. However, the animation will not be remapped to the correct player colour if Template:TTL is set.
InfDeath=9 (InfantryMutate) allows the corresponding animation to spawn a player-owned InfantryType using MakeInfantry logic. The animation is hard-coded to use the unit palette, and the animation will be remapped to the correct player colour.

See also