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InfDeath: Difference between revisions

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Rewriting per executable
m Adding some virus stuff
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=== #8 ===
=== #8 ===
InfDeath 8 (Virus death) assumes the animation for it has a {{TTL|SpawnsParticle}} set and will always try to spawn a particle - you can't make it skip this part. SpawnsParticle has a volatile default value, which means forgetting to set it to a valid particle on this animation will cause an IE or erratic behaviour.  
InfDeath 8 (Virus death) assumes the animation for it has a {{TTL|SpawnsParticle}} set and will always try to spawn a particle - you can't make it skip this part. SpawnsParticle has a volatile default value, which means forgetting to set it to a valid particle on this animation will cause an IE or erratic behaviour.  
Additionally, inflicting this on a {{TTL|NotHuman|yes}} (this effect does happen even though NotHuman should prevent it) or an airborne object spawns just one particle from SpawnsParticle, as opposed to normal behaviour (which is to spawn {{TTL|NumParticles}}).


=== #9 ===
=== #9 ===

Revision as of 14:09, 30 September 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 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 Neutral
4 In Red Alert, burn death (flames); afterwards, animation specified by Template:TTL Neutral
5 In Red Alert, electro death; afterwards, animation listed second in the [[[:Template:TTL]]] array (regardless of numeration) Neutral
6 Animation specified by Template:TTL Neutral
7 Animation specified by Template:TTL Neutral
8 Animation specified by Template:TTL Player
9 Animation specified by Template:TTL Player
10 Animation specified by Template:TTL Neutral
11+ No generic animation - must fill the Template:TTL array on the infantry that should have a special anim here. Otherwise there is no animation, just disappearance. Neutral

Bugs/Side-Effects/Unexpected Limitations

#8

InfDeath 8 (Virus death) assumes the animation for it has a Template:TTL set and will always try to spawn a particle - you can't make it skip this part. SpawnsParticle has a volatile default value, which means forgetting to set it to a valid particle on this animation will cause an IE or erratic behaviour.

Additionally, inflicting this on a Template:TTL (this effect does happen even though NotHuman should prevent it) or an airborne object spawns just one particle from SpawnsParticle, as opposed to normal behaviour (which is to spawn Template:TTL).

#9

InfDeath 9 (Genetic Mutator death) is hardcoded not to deal any damage to infantry that are not firmly on the ground (paratroopers), as well as not to play its animation if affecting an airborne object. In these cases, for lethal shots (which don't really happen given that damage isn't dealt, but that's how the game is coded) sub-sequence Die2 is forced instead.

All spawn-capable except #9

These animations do not remap to firing player colours, only #9 does.

Spawning

In Yuri's Revenge, 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 if Template:TTL, 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.

All other Template:TTL animations, besides those that are part of an infantry Template:TTL, can be made to spawn a neutral-owned InfantryType. These can be displayed in the unit palette if Template:TTL, however remappable colors will not acquire the correct player colour.