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{{ | {{Flag | ||
|name=InfDeath | |||
< | |files=rules(md).ini | ||
|values=integers | |||
|special=none | |||
|default=0 | |||
|types=[[Warhead]]s | |||
|games=[[RA1]], [[TS]], [[RA2]], [[YR]] | |||
5 = animation #1 | }} | ||
<tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]]. | |||
{| border=1 cellspacing=0 style="vertical-align: middle; text-align: center;" | |||
| rowspan=2 | <tt>InfDeath</tt> | |||
| colspan=4 | Valid in | |||
| rowspan=2 | Animation | |||
|- | |||
| RA1 | |||
| TS | |||
| RA2 | |||
| YR | |||
|- | |||
| 0 | |||
| Yes | |||
| Yes | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | null | |||
|- | |||
| 1 | |||
| Yes | |||
| Yes | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | In RA1, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry | |||
|- | |||
| 2 | |||
| Yes | |||
| Yes | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | In RA1, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry | |||
|- | |||
| 3 | |||
| Yes | |||
| Yes | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | In RA1, flying death (armor piercing), afterwards, <tt>[[InfantryExplode]]=</tt> ([<tt>[[AudioVisual]]</tt>]) | |||
|- | |||
| 4 | |||
| Yes | |||
| Yes | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | In RA1, burn death (flames), afterwards, <tt>[[FlamingInfantry]]=</tt> ([<tt>[[AudioVisual]]</tt>]) | |||
|- | |||
| 5 | |||
| Yes | |||
| Yes | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | In RA1, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>] | |||
|- | |||
| 6 | |||
| No | |||
| No | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[AudioVisual]]</tt>]) | |||
|- | |||
| 7 | |||
| No | |||
| No | |||
| Yes | |||
| Yes | |||
| style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[AudioVisual]]</tt>]) | |||
|- | |||
| 8 | |||
| No | |||
| No | |||
| No | |||
| Yes | |||
| style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[AudioVisual]]</tt>]) | |||
|- | |||
| 9 | |||
| No | |||
| No | |||
| No | |||
| Yes | |||
| style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[AudioVisual]]</tt>]) | |||
|- | |||
| 10 | |||
| No | |||
| No | |||
| No | |||
| Yes | |||
| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>]) | |||
|} |
Revision as of 07:21, 6 May 2006
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 NotHuman=yes is killed by this Warhead.
InfDeath | Valid in | Animation | |||
RA1 | TS | RA2 | YR | ||
0 | Yes | Yes | Yes | Yes | null |
1 | Yes | Yes | Yes | Yes | In RA1, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry |
2 | Yes | Yes | Yes | Yes | In RA1, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry |
3 | Yes | Yes | Yes | Yes | In RA1, flying death (armor piercing), afterwards, InfantryExplode= ([AudioVisual]) |
4 | Yes | Yes | Yes | Yes | In RA1, burn death (flames), afterwards, FlamingInfantry= ([AudioVisual]) |
5 | Yes | Yes | Yes | Yes | In RA1, electro death, afterwards, second animation (#1) from [Animations] |
6 | No | No | Yes | Yes | InfantryHeadPop ([AudioVisual]) |
7 | No | No | Yes | Yes | InfantryNuked ([AudioVisual]) |
8 | No | No | No | Yes | InfantryVirus ([AudioVisual]) |
9 | No | No | No | Yes | InfantryMutate ([AudioVisual]) |
10 | No | No | No | Yes | InfantryBrute ([AudioVisual]) |