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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
Marshall (talk | contribs)
added special notes for InfDeaths 8 and 9 and reformatted table
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{| 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: 6em; " | <tt>InfDeath</tt>
! colspan=4 | Valid in
! colspan=4 | Valid in
! rowspan=2 | Animation
! rowspan=2 | Animation
! rowspan=2 style="width: 18em; "| Special
|-
|-
! style="width: 3em;" | RA/CS/AM
! style="width: 5em;" | RA/CS/AM
! style="width: 3em;" | TS/FS
! style="width: 5em;" | TS/FS
! style="width: 3em;" | RA2
! style="width: 5em;" | RA2
! style="width: 3em;" | YR
! style="width: 5em;" | YR
|-
|-
| {{Tt|0}}
| {{Tt|0}}
Line 37: Line 38:
| {{Y}}
| {{Y}}
| style="text-align: left;" | null
| style="text-align: left;" | null
| style="text-align: left;" |
|-
|-
| {{Tt|1}}
| {{Tt|1}}
Line 44: Line 46:
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, 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
| style="text-align: left;" |
|-
|-
| {{Tt|2}}
| {{Tt|2}}
Line 51: Line 54:
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, 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
| style="text-align: left;" |
|-
|-
| {{Tt|3}}
| {{Tt|3}}
Line 58: Line 62:
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
| style="text-align: left;" |
|-
|-
| {{Tt|4}}
| {{Tt|4}}
Line 65: Line 70:
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
| style="text-align: left;" |
|-
|-
| {{Tt|5}}
| {{Tt|5}}
Line 72: Line 78:
| {{Y}}
| {{Y}}
| style="text-align: left;" | In RA, CS and AM, 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>]
| style="text-align: left;" |
|-
|-
| {{Tt|6}}
| {{Tt|6}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
| style="text-align: left;" |
|-
|-
| {{Tt|7}}
| {{Tt|7}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryNuked}}
| style="text-align: left;" | {{TTL|InfantryNuked}}
| style="text-align: left;" |
|-
|-
| {{Tt|8}}
| {{Tt|8}}
Line 93: Line 102:
| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryVirus}}
| style="text-align: left;" | {{TTL|InfantryVirus}}
| style="text-align: left;" | Allows the corresponding animation to spawn a player-owned [[InfantryType]] using [[MakeInfantry]] logic. However, the animation will not be remapped to the correct player colour if {{TTL|AltPalette|yes}} is set.
|-
|-
| {{Tt|9}}
| {{Tt|9}}
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| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryMutate}}
| style="text-align: left;" | {{TTL|InfantryMutate}}
| style="text-align: left;" | Allows the corresponding animation to spawn a player-owned [[InfantryType]] using [[MakeInfantry]] logic. The animation is hard-coded to use the unit palette, and the animation will be remapped to the correct player colour.
|-
|-
| {{Tt|10}}
| {{Tt|10}}
Line 107: Line 118:
| {{Y}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryBrute}}
| style="text-align: left;" | {{TTL|InfantryBrute}}
| style="text-align: left;" |
|}
|}

Revision as of 19:39, 14 April 2008

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 Special
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 Allows the corresponding animation to spawn a player-owned InfantryType using MakeInfantry logic. However, the animation will not be remapped to the correct player colour if Template:TTL is set.
9 Template:TTL Allows the corresponding animation to spawn a player-owned InfantryType using MakeInfantry logic. The animation is hard-coded to use the unit palette, and the animation will be remapped to the correct player colour.
10 Template:TTL