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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 |
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: | ! 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: | ! style="width: 5em;" | RA/CS/AM | ||
! style="width: | ! style="width: 5em;" | TS/FS | ||
! style="width: | ! style="width: 5em;" | RA2 | ||
! style="width: | ! 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}} | ||
Line 79: | Line 86: | ||
| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | {{TTL|InfantryHeadPop}} | | style="text-align: left;" | {{TTL|InfantryHeadPop}} | ||
| style="text-align: left;" | | |||
|- | |- | ||
| {{Tt|7}} | | {{Tt|7}} | ||
Line 86: | Line 94: | ||
| {{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}} | ||
Line 100: | Line 110: | ||
| {{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
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 |