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Reformatted table looked awful, revert; removing |special=none under the assumption that it's false, since it's not an integer and not mentioned by DZ; included previously added notes in own section.
Vinifera7 (talk | contribs)
Cleaned up a bit
Line 1: Line 1:
{{Flag
{{Flag
|name={{PAGENAME}}
|values={{Values|unsigned integers|0 through 10}}
|files={{Categ|rules(md).ini}}
|values=0-10
|default=0
|default=0
|types={{Categ|Warhead|Warheads}}
|types={{Categ|Warheads}}
|ra=yes
|ra=yes
|am=yes
|am=yes
Line 16: Line 14:
}}
}}


{{tt|InfDeath}} defines the animation that is played if an {{Tt|InfantryType}} ''without'' {{TTL|NotHuman|yes}} is killed by this [[Warhead]].
{{TTL|{{PAGENAME}}}} is used on a [[Warhead]] to specify the [[animation]] to play when an [[InfantryType]] is killed by it.


'''Note:''' {{TTL|DeathAnims|animation}}, if defined on an InfantryType, will override ''any'' other death animations.
There are two exceptions:
* If the killed InfantryType has {{TTL|NotHuman|yes}} set, it will always use its {{TTL|DieX}} sub-sequences instead.
* If it has animations specified by {{TTL|DeathAnims}}, these will override ''all'' other death animations.


==InfDeaths==
==Accepted values==
{| align="center" cellpadding="2" style="vertical-align: middle; text-align: center; width: 95%;" class="table_descrow"
{|cellpadding="5" class="table_descrow"
! rowspan=2 style="width: 7em; " | {{tt|InfDeath}}
!Value
! colspan=4 | Valid in
!colspan="4"|Game Availability
! rowspan=2 | Animation
!Animation
!Spawning?{{Sup|[[{{PAGENAME}}#Spawning|{{Arr|d}}]]}}
|-
|-
! style="width: 3em; border-left: 1px solid #aaaaaa;" | RA/CS/AM
|style="text-align:center;"|<code>0</code>
! style="width: 3em;" | TS/FS
|[[Image:Game_ra_yes.png]]
! style="width: 3em;" | RA2
|[[Image:Game_ts_yes.png]]
! style="width: 3em;" | YR
|[[Image:Game_ra2_yes.png]]
|[[Image:Game_yr_yes.png]]
|none
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|0}}
|style="text-align:center;"|<code>1</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | null
|In {{Ra}}, twirly death (small arms); afterwards, {{TTL|Die1}} sub-sequence of the killed infantry
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|1}}
|style="text-align:center;"|<code>2</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
|In Red Alert, explosion death (high explosive); afterwards, {{TTL|Die2}} sub-sequence of the killed infantry
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|2}}
|style="text-align:center;"|<code>3</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
|In Red Alert, flying death (armor piercing); afterwards, animation specified by {{TTL|InfantryExplode}}
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|3}}
|style="text-align:center;"|<code>4</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
|In Red Alert, burn death (flames); afterwards, animation specified by {{TTL|FlamingInfantry}}
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|4}}
|style="text-align:center;"|<code>5</code>
| {{Y}}
|[[Image:Game_ra_yes.png]]
| {{Y}}
|[[Image:Game_ts_yes.png]]
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
|In Red Alert, electro death; afterwards, animation listed second in the [{{TTL|Animations}}] array (regardless of numeration)
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|5}}
|style="text-align:center;"|<code>6</code>
| {{Y}}
|
| {{Y}}
|
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
|Animation specified by {{TTL|InfantryHeadPop}}
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|6}}
|style="text-align:center;"|<code>7</code>
| {{N}}
|
| {{N}}
|
| {{Y}}
|[[Image:Game_ra2_yes.png]]
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
|Animation specified by {{TTL|InfantryNuked}}
|style="text-align:center;"|{{N}}
|-
|-
| {{Tt|7}}
|style="text-align:center;"|<code>8</code>
| {{N}}
|
| {{N}}
|
| {{Y}}
|
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | {{TTL|InfantryNuked}}
|Animation specified by {{TTL|InfantryVirus}}
|style="text-align:center;"|{{Y}}
|-
|-
| {{Tt|8}}
|style="text-align:center;"|<code>9</code>
| {{N}}
|
| {{N}}
|
| {{N}}
|
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | {{TTL|InfantryVirus}}
|Animation specified by {{TTL|InfantryMutate}}
|style="text-align:center;"|{{Y}}
|-
|-
| {{Tt|9}}
|style="text-align:center;"|<code>10</code>
| {{N}}
|
| {{N}}
|
| {{N}}
|
| {{Y}}
|[[Image:Game_yr_yes.png]]
| style="text-align: left;" | {{TTL|InfantryMutate}}
|Animation specified by {{TTL|InfantryBrute}}
|-
|style="text-align:center;"|{{N}}
| {{Tt|10}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}
| style="text-align: left;" | {{TTL|InfantryBrute}}
|}
|}


==Spawning==
==Spawning==
'''<code>InfDeath=8</code>''' (InfantryVirus) 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.<br>
These death animations can be made to spawn a player-owned [[InfantryType]] via the [[MakeInfantry]] logic:
'''<code>InfDeath=9</code>''' (InfantryMutate) 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.
 
* {{TTL|{{PAGENAME}}|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette, however remappable colors will not acquire the correct player colour.


==See also==
* {{TTL|{{PAGENAME}}|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be remapped to the correct player colour.
*[[MakeInfantry]]

Revision as of 11:27, 15 May 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: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. (Limited to: 0 through 10)
Default: 0
Applicable to: Warheads


Template:TTL is used on a Warhead to specify the animation to play when an InfantryType is killed by it.

There are two exceptions:

  • If the killed InfantryType has Template:TTL set, it will always use its Template:TTL sub-sequences instead.
  • If it has animations specified by Template:TTL, these will override all other death animations.

Accepted values

Value Game Availability Animation Spawning?
0 none
1 In Red Alert, twirly death (small arms); afterwards, Template:TTL sub-sequence of the killed infantry
2 In Red Alert, explosion death (high explosive); afterwards, Template:TTL sub-sequence of the killed infantry
3 In Red Alert, flying death (armor piercing); afterwards, animation specified by Template:TTL
4 In Red Alert, burn death (flames); afterwards, animation specified by Template:TTL
5 In Red Alert, electro death; afterwards, animation listed second in the [[[:Template:TTL]]] array (regardless of numeration)
6 Animation specified by Template:TTL
7 Animation specified by Template:TTL
8 Animation specified by Template:TTL
9 Animation specified by Template:TTL
10 Animation specified by Template:TTL

Spawning

These death animations can be made to spawn a player-owned InfantryType via the MakeInfantry logic:

  • Template:TTL, InfantryVirus, can be displayed in the unit palette, however remappable colors will not acquire the correct player colour.
  • Template:TTL, InfantryMutate, is hardcoded to use the unit palette and will be remapped to the correct player colour.