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Difference between revisions of "InfDeath"
From ModEnc
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{{Flag | {{Flag | ||
− | |name= | + | |name={{PAGENAME}} |
|files=rules(md).ini | |files=rules(md).ini | ||
|values=integers | |values=integers | ||
|special=none | |special=none | ||
|default=0 | |default=0 | ||
− | |types= | + | |types={{Categ|Warhead|Warheads}} |
− | |games=[[ | + | |games=[[RA]], [[TS]], [[RA2]], [[YR]] |
}} | }} | ||
<tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]]. | <tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]]. | ||
− | {| | + | {| style="vertical-align: middle; text-align: center;" class="table_descrow" |
− | + | ! rowspan=2 style="width: 7em; " | <tt>InfDeath</tt> | |
− | + | ! colspan=4 | Valid in | |
− | + | ! rowspan=2 | Animation | |
|- | |- | ||
− | | | + | ! style="width: 3em; border-left: 1px solid #000;" | RA |
− | | TS | + | ! style="width: 3em;" | TS |
− | | RA2 | + | ! style="width: 3em;" | RA2 |
− | | YR | + | ! style="width: 3em;" | YR |
|- | |- | ||
| 0 | | 0 | ||
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
| style="text-align: left;" | null | | style="text-align: left;" | null | ||
|- | |- | ||
| 1 | | 1 | ||
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | style="text-align: left;" | In | + | | style="text-align: left;" | In RA, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry |
|- | |- | ||
| 2 | | 2 | ||
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | style="text-align: left;" | In | + | | style="text-align: left;" | In RA, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry |
|- | |- | ||
| 3 | | 3 | ||
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | style="text-align: left;" | In | + | | style="text-align: left;" | In RA, flying death (armor piercing), afterwards, <tt>[[InfantryExplode]]=</tt> ([<tt>[[AudioVisual]]</tt>]) |
|- | |- | ||
| 4 | | 4 | ||
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | style="text-align: left;" | In | + | | style="text-align: left;" | In RA, burn death (flames), afterwards, <tt>[[FlamingInfantry]]=</tt> ([<tt>[[AudioVisual]]</tt>]) |
|- | |- | ||
| 5 | | 5 | ||
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
− | | style="text-align: left;" | In | + | | style="text-align: left;" | In RA, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>] |
|- | |- | ||
| 6 | | 6 | ||
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
| style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[AudioVisual]]</tt>]) | | style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[AudioVisual]]</tt>]) | ||
|- | |- | ||
| 7 | | 7 | ||
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{Y}} |
− | | | + | | {{Y}} |
| style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[AudioVisual]]</tt>]) | | style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[AudioVisual]]</tt>]) | ||
|- | |- | ||
| 8 | | 8 | ||
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{Y}} |
| style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[AudioVisual]]</tt>]) | | style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[AudioVisual]]</tt>]) | ||
|- | |- | ||
| 9 | | 9 | ||
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{Y}} |
| style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[AudioVisual]]</tt>]) | | style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[AudioVisual]]</tt>]) | ||
|- | |- | ||
| 10 | | 10 | ||
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{N}} |
− | | | + | | {{Y}} |
| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>]) | | style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>]) | ||
|} | |} | ||
− | |||
− | |||
− |
Revision as of 19:47, 15 August 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 | |||
---|---|---|---|---|---|
RA | TS | RA2 | YR | ||
0 | null | ||||
1 | In RA, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry | ||||
2 | In RA, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry | ||||
3 | In RA, flying death (armor piercing), afterwards, InfantryExplode= ([AudioVisual]) | ||||
4 | In RA, burn death (flames), afterwards, FlamingInfantry= ([AudioVisual]) | ||||
5 | In RA, electro death, afterwards, second animation (#1) from [Animations] | ||||
6 | InfantryHeadPop ([AudioVisual]) | ||||
7 | InfantryNuked ([AudioVisual]) | ||||
8 | InfantryVirus ([AudioVisual]) | ||||
9 | InfantryMutate ([AudioVisual]) | ||||
10 | InfantryBrute ([AudioVisual]) |