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InfDeath: Difference between revisions

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{{Flag
{{Flag
|name=InfDeath
|name={{PAGENAME}}
|files=rules(md).ini
|files=rules(md).ini
|values=integers
|values=integers
|special=none
|special=none
|default=0
|default=0
|types=[[Warhead]]s
|types={{Categ|Warhead|Warheads}}
|games=[[RA1]], [[TS]], [[RA2]], [[YR]]
|games=[[RA]], [[TS]], [[RA2]], [[YR]]
}}
}}


<tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]].  
<tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]].  


{| border=1 cellspacing=0 style="vertical-align: middle; text-align: center;"
{| style="vertical-align: middle; text-align: center;" class="table_descrow"
| rowspan=2 | <tt>InfDeath</tt>
! rowspan=2 style="width: 7em; " | <tt>InfDeath</tt>
| colspan=4 | Valid in  
! colspan=4 | Valid in  
| rowspan=2 | Animation
! rowspan=2 | Animation
|-
|-
| RA1
! style="width: 3em; border-left: 1px solid #000;" | RA
| TS
! style="width: 3em;" | TS
| RA2
! style="width: 3em;" | RA2
| YR
! style="width: 3em;" | YR
|-
|-
| 0
| 0
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | null
| style="text-align: left;" | null
|-
|-
| 1
| 1
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | In RA1, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" | In RA, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
|-
|-
| 2
| 2
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | In RA1, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" | In RA, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
|-
|-
| 3
| 3
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | In RA1, flying death (armor piercing), afterwards, <tt>[[InfantryExplode]]=</tt> ([<tt>[[AudioVisual]]</tt>])
| style="text-align: left;" | In RA, flying death (armor piercing), afterwards, <tt>[[InfantryExplode]]=</tt> ([<tt>[[AudioVisual]]</tt>])
|-
|-
| 4
| 4
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | In RA1, burn death (flames), afterwards, <tt>[[FlamingInfantry]]=</tt> ([<tt>[[AudioVisual]]</tt>])
| style="text-align: left;" | In RA, burn death (flames), afterwards, <tt>[[FlamingInfantry]]=</tt> ([<tt>[[AudioVisual]]</tt>])
|-
|-
| 5
| 5
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | In RA1, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
| style="text-align: left;" | In RA, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
|-
|-
| 6
| 6
| No
| {{N}}
| No
| {{N}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[AudioVisual]]</tt>])
| style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[AudioVisual]]</tt>])
|-
|-
| 7
| 7
| No
| {{N}}
| No
| {{N}}
| Yes
| {{Y}}
| Yes
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[AudioVisual]]</tt>])
| style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[AudioVisual]]</tt>])
|-
|-
| 8
| 8
| No
| {{N}}
| No
| {{N}}
| No
| {{N}}
| Yes
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[AudioVisual]]</tt>])
| style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[AudioVisual]]</tt>])
|-
|-
| 9
| 9
| No
| {{N}}
| No
| {{N}}
| No
| {{N}}
| Yes
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[AudioVisual]]</tt>])
| style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[AudioVisual]]</tt>])
|-
|-
| 10
| 10
| No
| {{N}}
| No
| {{N}}
| No
| {{N}}
| Yes
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>])
| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>])
|}
|}
[[Category:Warhead Flags]]
[[Category:Rules(md).ini Flags]]

Revision as of 17:47, 15 August 2006

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: integers
Special Values: none
Default: 0
Applicable to: Warheads


InfDeath defines the animation that is played if an InfantryType without NotHuman=yes is killed by this Warhead.

InfDeath Valid in Animation
RA TS RA2 YR
0 null
1 In RA, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry
2 In RA, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry
3 In RA, flying death (armor piercing), afterwards, InfantryExplode= ([AudioVisual])
4 In RA, burn death (flames), afterwards, FlamingInfantry= ([AudioVisual])
5 In RA, electro death, afterwards, second animation (#1) from [Animations]
6 InfantryHeadPop ([AudioVisual])
7 InfantryNuked ([AudioVisual])
8 InfantryVirus ([AudioVisual])
9 InfantryMutate ([AudioVisual])
10 InfantryBrute ([AudioVisual])