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InfDeath
Flag: | InfDeath |
File(s): | rules(md).ini |
Values: | 0-10 |
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.
InfDeaths
InfDeath | Valid in | Animation | |||
---|---|---|---|---|---|
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 | ||||
9 | Template:TTL | ||||
10 | Template:TTL |
Spawning
InfDeath=8
(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 Template:TTL is set.
InfDeath=9
(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.