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InfDeath
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 |