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Infantry Sequences

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Revision as of 12:10, 15 July 2024 by Testid123 (talk | contribs)
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Animations specific to one infantry type are grouped within a single SHP file. Unlike other unit types, infantry animation layout is completely arbitrary and must be explicitly specified by an infantry sequence section in Art(md).ini.

As an example, let's take a look at one of the most common sequence types:

[E1Sequence]
Ready=0,1,1
Guard=0,1,1
Prone=86,1,6
Walk=8,6,6
FireUp=164,6,6
Down=260,2,2
Crawl=86,6,6
Up=276,2,2
FireProne=212,6,6
Idle1=56,15,0,S
Idle2=71,15,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Cheer=56,15,0,S
Paradrop=0,1,0
Panic=8,6,6

Each flag in this section follows the same comma-separated value format:

  • The first number is the starting frame number (0-based index).
  • The second number is the number of frames in the animation. If this number is zero, then the animation is not present.
  • The third number is a multiplier to the infantry facing (1-8) to reach the facing-specific animation start. In other words, it's the number of frames from the start of one facing-specific animation to the next. If this number is zero, then there is no facing specific version.
  • The fourth value is one of the eight directions (N = North, NE = Northeast, and so on) that the infantry should face when this animation is played. The preceding third value must be zero.

Bugs/Side-Effects/Unexpected Limitations

  • If you don't specify a number in Deployed for example Deployed= You will not be able to cancel the deployment of InfantryTypes