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Cleaned up a bit |
m Minor Revisions |
||
Line 17: | Line 17: | ||
There are two exceptions: | There are two exceptions: | ||
* If the killed InfantryType has {{TTL|NotHuman|yes}} set, it will always use | * If the killed InfantryType has {{TTL|NotHuman|yes}} set, it will always use {{TTL|DieX}} sub-sequences instead. | ||
* If it has animations specified by {{TTL|DeathAnims}}, these will override ''all'' other death animations. | * If it has animations specified by {{TTL|DeathAnims}}, these will override ''all'' other death animations. | ||
Line 57: | Line 57: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|In Red Alert, flying death (armor piercing); afterwards, animation specified by {{TTL|InfantryExplode}} | |In Red Alert, flying death (armor piercing); afterwards, animation specified by {{TTL|InfantryExplode}} | ||
|style="text-align:center;"|{{ | |style="text-align:center;"|{{Y}} {{co|Neutral|grey}} | ||
|- | |- | ||
|style="text-align:center;"|<code>4</code> | |style="text-align:center;"|<code>4</code> | ||
Line 65: | Line 65: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|In Red Alert, burn death (flames); afterwards, animation specified by {{TTL|FlamingInfantry}} | |In Red Alert, burn death (flames); afterwards, animation specified by {{TTL|FlamingInfantry}} | ||
|style="text-align:center;"|{{ | |style="text-align:center;"|{{Y}} {{co|Neutral|grey}} | ||
|- | |- | ||
|style="text-align:center;"|<code>5</code> | |style="text-align:center;"|<code>5</code> | ||
Line 73: | Line 73: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|In Red Alert, electro death; afterwards, animation listed second in the [{{TTL|Animations}}] array (regardless of numeration) | |In Red Alert, electro death; afterwards, animation listed second in the [{{TTL|Animations}}] array (regardless of numeration) | ||
|style="text-align:center;"|{{ | |style="text-align:center;"|{{Y}} {{co|Neutral|grey}} | ||
|- | |- | ||
|style="text-align:center;"|<code>6</code> | |style="text-align:center;"|<code>6</code> | ||
Line 81: | Line 81: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|Animation specified by {{TTL|InfantryHeadPop}} | |Animation specified by {{TTL|InfantryHeadPop}} | ||
|style="text-align:center;"|{{ | |style="text-align:center;"|{{Y}} {{co|Neutral|grey}} | ||
|- | |- | ||
|style="text-align:center;"|<code>7</code> | |style="text-align:center;"|<code>7</code> | ||
Line 89: | Line 89: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|Animation specified by {{TTL|InfantryNuked}} | |Animation specified by {{TTL|InfantryNuked}} | ||
|style="text-align:center;"|{{ | |style="text-align:center;"|{{Y}} {{co|Neutral|grey}} | ||
|- | |- | ||
|style="text-align:center;"|<code>8</code> | |style="text-align:center;"|<code>8</code> | ||
Line 97: | Line 97: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|Animation specified by {{TTL|InfantryVirus}} | |Animation specified by {{TTL|InfantryVirus}} | ||
|style="text-align:center;"|{{Y}} | |style="text-align:center;"|{{Y}} {{co|'''Player'''|green}} | ||
|- | |- | ||
|style="text-align:center;"|<code>9</code> | |style="text-align:center;"|<code>9</code> | ||
Line 105: | Line 105: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|Animation specified by {{TTL|InfantryMutate}} | |Animation specified by {{TTL|InfantryMutate}} | ||
|style="text-align:center;"|{{Y}} | |style="text-align:center;"|{{Y}} {{co|'''Player'''|green}} | ||
|- | |- | ||
|style="text-align:center;"|<code>10</code> | |style="text-align:center;"|<code>10</code> | ||
Line 113: | Line 113: | ||
|[[Image:Game_yr_yes.png]] | |[[Image:Game_yr_yes.png]] | ||
|Animation specified by {{TTL|InfantryBrute}} | |Animation specified by {{TTL|InfantryBrute}} | ||
|style="text-align:center;"|{{ | |style="text-align:center;"|{{Y}} {{co|Neutral|grey}} | ||
|} | |} | ||
==Spawning== | ==Spawning== | ||
In {{Yr}}, these death animations can be made to spawn a player-owned [[InfantryType]] via the [[MakeInfantry]] logic: | |||
* {{TTL|{{PAGENAME}}|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette, however remappable colors will not acquire the correct player colour. | * {{TTL|{{PAGENAME}}|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette if {{TTL|AltPalette|yes}}, however remappable colors will not acquire the correct player colour. | ||
* {{TTL|{{PAGENAME}}|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be remapped to the correct player colour. | * {{TTL|{{PAGENAME}}|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be remapped to the correct player colour. | ||
All other {{TTL|{{PAGENAME}}}} animations, besides those that are part of an infantry {{TTL|Sequence}}, can be made to spawn a neutral-owned InfantryType. These can be displayed in the unit palette if {{tt|AltPalette{{=}}yes}}, however remappable colors will not acquire the correct player colour. |
Revision as of 02:06, 16 May 2008
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 |
Template:TTL 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 Template:TTL set, it will always use Template:TTL sub-sequences instead.
- If it has animations specified by Template:TTL, 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, Template:TTL sub-sequence of the killed infantry | |||||
2
|
In Red Alert, explosion death (high explosive); afterwards, Template:TTL sub-sequence of the killed infantry | |||||
3
|
In Red Alert, flying death (armor piercing); afterwards, animation specified by Template:TTL | Neutral | ||||
4
|
In Red Alert, burn death (flames); afterwards, animation specified by Template:TTL | Neutral | ||||
5
|
In Red Alert, electro death; afterwards, animation listed second in the [[[:Template:TTL]]] array (regardless of numeration) | Neutral | ||||
6
|
Animation specified by Template:TTL | Neutral | ||||
7
|
Animation specified by Template:TTL | Neutral | ||||
8
|
Animation specified by Template:TTL | Player | ||||
9
|
Animation specified by Template:TTL | Player | ||||
10
|
Animation specified by Template:TTL | Neutral |
Spawning
In Yuri's Revenge, these death animations can be made to spawn a player-owned InfantryType via the MakeInfantry logic:
- Template:TTL, InfantryVirus, can be displayed in the unit palette if Template:TTL, however remappable colors will not acquire the correct player colour.
- Template:TTL, InfantryMutate, is hardcoded to use the unit palette and will be remapped to the correct player colour.
All other Template:TTL animations, besides those that are part of an infantry Template:TTL, 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.