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InfDeath: Difference between revisions
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CSS'd, modernised |
m + Categ|rules(md).ini |
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Line 1: | Line 1: | ||
{{Flag | {{Flag | ||
|name={{PAGENAME}} | |name={{PAGENAME}} | ||
|files=rules(md).ini | |files={{Categ|rules(md).ini}} | ||
|values=integers | |values=integers | ||
|special=none | |special=none |
Revision as of 17:49, 15 August 2006
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]) |