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InfDeath: Difference between revisions

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the tags are in [General], not in [AudioVisual]! corrected
m Removing the section pointers since they differ depending on the game ([AudioVisual] for TS/RA2, [General] for YR), and the flags' pages have the correct info. Updated template, extended game list
Line 6: Line 6:
|default=0
|default=0
|types={{Categ|Warhead|Warheads}}
|types={{Categ|Warhead|Warheads}}
|games=[[RA]], [[TS]], [[RA2]], [[YR]]
|ra=yes
|am=yes
|cs=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}


<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}} defines the animation that is played if an {{Tt|InfantryType}} ''without'' {{TTL|NotHuman|yes}} is killed by this [[Warhead]].


'''Note:''' Adding <tt>[[DeathAnims]]=</tt>''animation'' to an <tt>[[InfantryType]]</tt> will override ''any'' other death animations.
'''Note:''' {{TTL|DeathAnims|animation}}, if defined on an InfantryType, 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"
! rowspan=2 style="width: 7em; " | <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
|-
|-
! style="width: 3em; border-left: 1px solid #000;" | RA
! style="width: 3em;" | RA/CS/AM
! style="width: 3em;" | TS
! style="width: 3em;" | TS/FS
! style="width: 3em;" | RA2
! style="width: 3em;" | RA2
! style="width: 3em;" | YR
! style="width: 3em;" | YR
|-
|-
| 0
| {{Tt|0}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
Line 30: Line 38:
| style="text-align: left;" | null
| style="text-align: left;" | null
|-
|-
| 1
| {{Tt|1}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
|-
|-
| 2
| {{Tt|2}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
| style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
|-
|-
| 3
| {{Tt|3}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, flying death (armor piercing), afterwards, <tt>[[InfantryExplode]]=</tt> ([<tt>[[General]]</tt>])
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
|-
|-
| 4
| {{Tt|4}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, burn death (flames), afterwards, <tt>[[FlamingInfantry]]=</tt> ([<tt>[[General]]</tt>])
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
|-
|-
| 5
| {{Tt|5}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
| style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
|-
|-
| 6
| {{Tt|6}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[General]]</tt>])
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
|-
|-
| 7
| {{Tt|7}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}
| {{Y}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[General]]</tt>])
| style="text-align: left;" | {{TTL|InfantryNuked}}
|-
|-
| 8
| {{Tt|8}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[General]]</tt>])
| style="text-align: left;" | {{TTL|InfantryVirus}}
|-
|-
| 9
| {{Tt|9}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[General]]</tt>])
| style="text-align: left;" | {{TTL|InfantryMutate}}
|-
|-
| 10
| {{Tt|10}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}
| {{Y}}
| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[General]]</tt>])
| style="text-align: left;" | {{TTL|InfantryBrute}}
|}
|}

Revision as of 13:36, 16 February 2007

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 Template:TTL is killed by this Warhead.

Note: Template:TTL, if defined on an InfantryType, will override any other death animations.

InfDeath Valid in Animation
RA/CS/AM TS/FS RA2 YR
0 null
1 In RA, CS and AM, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry
2 In RA, CS and AM, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry
3 In RA, CS and AM, flying death (armor piercing), afterwards, Template:TTL
4 In RA, CS and AM, burn death (flames), afterwards, Template:TTL
5 In RA, CS and AM, electro death, afterwards, second animation (#1) from [Animations]
6 Template:TTL
7 Template:TTL
8 Template:TTL
9 Template:TTL
10 Template:TTL