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Difference between revisions of "InfDeath"
From ModEnc
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− | <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]]. |
+ | |||
+ | '''Note:''' Adding <tt>[[DeathAnims]]=</tt>''animation'' to an <tt>[[InfantryType]]</tt> will override ''any'' other death animations. | ||
{| style="vertical-align: middle; text-align: center;" class="table_descrow" | {| style="vertical-align: middle; text-align: center;" class="table_descrow" |
Revision as of 21:20, 15 August 2006
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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.
Note: Adding DeathAnims=animation to an InfantryType will override any other death animations.
InfDeath | Valid in | Animation | |||
---|---|---|---|---|---|
RA | TS | RA2 | YR | ||
0 | ![]() |
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null |
1 | ![]() |
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In RA, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry |
2 | ![]() |
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In RA, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry |
3 | ![]() |
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In RA, flying death (armor piercing), afterwards, InfantryExplode= ([AudioVisual]) |
4 | ![]() |
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In RA, burn death (flames), afterwards, FlamingInfantry= ([AudioVisual]) |
5 | ![]() |
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In RA, electro death, afterwards, second animation (#1) from [Animations] |
6 | ![]() |
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InfantryHeadPop ([AudioVisual]) |
7 | ![]() |
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InfantryNuked ([AudioVisual]) |
8 | ![]() |
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InfantryVirus ([AudioVisual]) |
9 | ![]() |
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InfantryMutate ([AudioVisual]) |
10 | ![]() |
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InfantryBrute ([AudioVisual]) |