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InfDeath: Difference between revisions

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added note about DeathAnims
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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.


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Revision as of 19:20, 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.

Note: Adding DeathAnims=animation to an InfantryType will override any other death animations.

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])