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Sequence: Difference between revisions

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{{Flag
{{Flag
|name=Conventional
|name={{PAGENAME}}
|files={{Categ|ini=art}}
|files={{Categ|ini=art}}
|values={{values|Strings|art(md).ini sections}}
|values={{values|Strings|art(md).ini sections}}

Latest revision as of 07:46, 18 August 2024

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: Sequence
File(s): art(md).ini
Values: Strings: Normal text. (Limited to: art(md).ini sections)
Default: same as section name
Applicable to: InfantryTypes


infantry animation sequence name [required].

[GI] ; GI
Cameo=GIICON
AltCameo=GIUICO
Sequence=GISequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=80,0,105
SecondaryFireFLH=80,0,90

[GISequence] ; section name (should be same as specified in Sequence= tag)
Ready=0,1,1 ; while ready
Guard=0,1,1 ; while in guard state
Prone=86,1,6 ; while prone
Walk=8,6,6 ; walking
FireUp=164,6,6 ; firing when standing up
Down=260,2,2 ; transition from standing up to prone
Crawl=86,6,6 ; cawling
Up=276,2,2 ; transition from prone to standing up
FireProne=212,6,6 ; firing while prone
Idle1=56,15,0,S ; special anim, played while unit has no orders
Idle2=71,15,0,E ; special anim 2, played while unit has no orders
Die1=134,15,0 ; Death by bullets
Die2=149,15,0 ; eath by explosion
Die3=0,1,1 ; AltDeath (usually not used anymore)
Die4=0,1,1 ; Death by Concussion (not used anymore)
Die5=0,1,1 ; Death by Fire (not used anymore)
Deploy=300,15,0 ; when deploying (optional, only if unit deploys)
Deployed=292,1,1 ; when deployed (only if unit deploys)
DeployedFire=315,6,6 ; fire when deployed (only if deplyable)
DeployedIdle=0,0,0 ; special anim when no rders and deployed (only if deployed, and mostly unused)
Undeploy=276,2,2 ; undeploy
Paradrop=363,1,0 ; paratroop (frame for paradrops)
Cheer=364,8,0,E ; cheer anim
Panic=8,6,6 ; panic anim

Numbers are : A,B,C. A is the frame number in the SHP file in which action starts. B is the number of frames the animation lasts for each facing. If its 0, animation is unexistant. C is the number of facings it has after the first one and before the last one.
Theres a letter after some of the tag, that represents the direction the infantry should point to after playing that anim (isometrically). There are tags in here that are not present in other infantry due to the functions the different infantries may have.
(Walk=8,6,6,S)

==Available tags (based on my survey)==

  • Ready
  • Guard
  • Prone
  • Walk
  • FireUp
  • FireProne
  • SecondaryFire (YR only)
  • SecondaryProne (YR only)
  • Down
  • Crawl
  • Up
  • Idle1
  • Idle2
  • Die1
  • Die2
  • Die3
  • Die4
  • Die5
  • Deploy
  • Deployed
  • DeployedFire
  • DeployedIdle
  • Undeploy
  • Paradrop
  • Cheer
  • Panic
  • Shovel (YR only)
  • Carry (YR only)
  • Fly
  • Hover
  • FireFly
  • Tumble
  • AirDeathStart
  • AirDeathFalling
  • AirDeathFinish
  • Tread
  • Swim
  • WetAttack
  • WetIdle1
  • WetIdle2
  • WetDie1
  • WetDie2