ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "InfDeath"

From ModEnc
Jump to: navigation, search
m (Removing the section pointers since they differ depending on the game ([AudioVisual] for TS/RA2, [General] for YR), and the flags' pages have the correct info. Updated template, extended game list)
(added special notes for InfDeaths 8 and 9 and reformatted table)
Line 22: Line 22:
  
 
{| style="vertical-align: middle; text-align: center;" class="table_descrow"
 
{| style="vertical-align: middle; text-align: center;" class="table_descrow"
! rowspan=2 style="width: 7em; " | <tt>InfDeath</tt>
+
! rowspan=2 style="width: 6em; " | <tt>InfDeath</tt>
 
! colspan=4 | Valid in
 
! colspan=4 | Valid in
 
! rowspan=2 | Animation
 
! rowspan=2 | Animation
 +
! rowspan=2 style="width: 18em; "| Special
 
|-
 
|-
! style="width: 3em;" | RA/CS/AM
+
! style="width: 5em;" | RA/CS/AM
! style="width: 3em;" | TS/FS
+
! style="width: 5em;" | TS/FS
! style="width: 3em;" | RA2
+
! style="width: 5em;" | RA2
! style="width: 3em;" | YR
+
! style="width: 5em;" | YR
 
|-
 
|-
 
| {{Tt|0}}
 
| {{Tt|0}}
Line 37: Line 38:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | null
 
| style="text-align: left;" | null
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|1}}
 
| {{Tt|1}}
Line 44: Line 46:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
 
| style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|2}}
 
| {{Tt|2}}
Line 51: Line 54:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
 
| style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|3}}
 
| {{Tt|3}}
Line 58: Line 62:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
 
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}}
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|4}}
 
| {{Tt|4}}
Line 65: Line 70:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
 
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}}
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|5}}
 
| {{Tt|5}}
Line 72: Line 78:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
 
| style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|6}}
 
| {{Tt|6}}
Line 79: Line 86:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
 
| style="text-align: left;" | {{TTL|InfantryHeadPop}}
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|7}}
 
| {{Tt|7}}
Line 86: Line 94:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | {{TTL|InfantryNuked}}
 
| style="text-align: left;" | {{TTL|InfantryNuked}}
 +
| style="text-align: left;" |
 
|-
 
|-
 
| {{Tt|8}}
 
| {{Tt|8}}
Line 93: Line 102:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | {{TTL|InfantryVirus}}
 
| style="text-align: left;" | {{TTL|InfantryVirus}}
 +
| style="text-align: left;" | 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 {{TTL|AltPalette|yes}} is set.
 
|-
 
|-
 
| {{Tt|9}}
 
| {{Tt|9}}
Line 100: Line 110:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | {{TTL|InfantryMutate}}
 
| style="text-align: left;" | {{TTL|InfantryMutate}}
 +
| style="text-align: left;" | 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.
 
|-
 
|-
 
| {{Tt|10}}
 
| {{Tt|10}}
Line 107: Line 118:
 
| {{Y}}
 
| {{Y}}
 
| style="text-align: left;" | {{TTL|InfantryBrute}}
 
| style="text-align: left;" | {{TTL|InfantryBrute}}
 +
| style="text-align: left;" |
 
|}
 
|}

Revision as of 21:39, 14 April 2008

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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 Cc apply.png Cc apply.png Cc apply.png Cc apply.png null
1 Cc apply.png Cc apply.png Cc apply.png Cc apply.png In RA, CS and AM, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry
2 Cc apply.png Cc apply.png Cc apply.png Cc apply.png In RA, CS and AM, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry
3 Cc apply.png Cc apply.png Cc apply.png Cc apply.png In RA, CS and AM, flying death (armor piercing), afterwards, Template:TTL
4 Cc apply.png Cc apply.png Cc apply.png Cc apply.png In RA, CS and AM, burn death (flames), afterwards, Template:TTL
5 Cc apply.png Cc apply.png Cc apply.png Cc apply.png In RA, CS and AM, electro death, afterwards, second animation (#1) from [Animations]
6 Cc cancel.png Cc cancel.png Cc apply.png Cc apply.png Template:TTL
7 Cc cancel.png Cc cancel.png Cc apply.png Cc apply.png Template:TTL
8 Cc cancel.png Cc cancel.png Cc cancel.png Cc apply.png 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 Cc cancel.png Cc cancel.png Cc cancel.png Cc apply.png 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 Cc cancel.png Cc cancel.png Cc cancel.png Cc apply.png Template:TTL