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Difference between revisions of "InfDeath"
From ModEnc
(Reformatted table looked awful, revert; removing |special=none under the assumption that it's false, since it's not an integer and not mentioned by DZ; included previously added notes in own section.) |
(Cleaned up a bit) |
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{{Flag | {{Flag | ||
− | | | + | |values={{Values|unsigned integers|0 through 10}} |
− | | | ||
− | |||
|default=0 | |default=0 | ||
− | |types={{Categ | + | |types={{Categ|Warheads}} |
|ra=yes | |ra=yes | ||
|am=yes | |am=yes | ||
Line 16: | Line 14: | ||
}} | }} | ||
− | {{ | + | {{TTL|{{PAGENAME}}}} is used on a [[Warhead]] to specify the [[animation]] to play when an [[InfantryType]] is killed by it. |
− | + | There are two exceptions: | |
+ | * If the killed InfantryType has {{TTL|NotHuman|yes}} set, it will always use its {{TTL|DieX}} sub-sequences instead. | ||
+ | * If it has animations specified by {{TTL|DeathAnims}}, these will override ''all'' other death animations. | ||
− | == | + | ==Accepted values== |
− | {| | + | {|cellpadding="5" class="table_descrow" |
− | ! | + | !Value |
− | + | !colspan="4"|Game Availability | |
− | + | !Animation | |
+ | !Spawning?{{Sup|[[{{PAGENAME}}#Spawning|{{Arr|d}}]]}} | ||
|- | |- | ||
− | + | |style="text-align:center;"|<code>0</code> | |
− | + | |[[Image:Game_ra_yes.png]] | |
− | + | |[[Image:Game_ts_yes.png]] | |
− | + | |[[Image:Game_ra2_yes.png]] | |
+ | |[[Image:Game_yr_yes.png]] | ||
+ | |none | ||
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>1</code> |
− | | | + | |[[Image:Game_ra_yes.png]] |
− | | | + | |[[Image:Game_ts_yes.png]] |
− | | {{ | + | |[[Image:Game_ra2_yes.png]] |
− | + | |[[Image:Game_yr_yes.png]] | |
− | | style="text-align: | + | |In {{Ra}}, twirly death (small arms); afterwards, {{TTL|Die1}} sub-sequence of the killed infantry |
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>2</code> |
− | | | + | |[[Image:Game_ra_yes.png]] |
− | | | + | |[[Image:Game_ts_yes.png]] |
− | | | + | |[[Image:Game_ra2_yes.png]] |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |In Red Alert, explosion death (high explosive); afterwards, {{TTL|Die2}} sub-sequence of the killed infantry |
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>3</code> |
− | | | + | |[[Image:Game_ra_yes.png]] |
− | | | + | |[[Image:Game_ts_yes.png]] |
− | | | + | |[[Image:Game_ra2_yes.png]] |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |In Red Alert, flying death (armor piercing); afterwards, animation specified by {{TTL|InfantryExplode}} |
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>4</code> |
− | | | + | |[[Image:Game_ra_yes.png]] |
− | | | + | |[[Image:Game_ts_yes.png]] |
− | | | + | |[[Image:Game_ra2_yes.png]] |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |In Red Alert, burn death (flames); afterwards, animation specified by {{TTL|FlamingInfantry}} |
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>5</code> |
− | | | + | |[[Image:Game_ra_yes.png]] |
− | | | + | |[[Image:Game_ts_yes.png]] |
− | | | + | |[[Image:Game_ra2_yes.png]] |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |In Red Alert, electro death; afterwards, animation listed second in the [{{TTL|Animations}}] array (regardless of numeration) |
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>6</code> |
− | | | + | | |
− | | | + | | |
− | | | + | |[[Image:Game_ra2_yes.png]] |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |Animation specified by {{TTL|InfantryHeadPop}} |
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>7</code> |
− | | | + | | |
− | | | + | | |
− | | | + | |[[Image:Game_ra2_yes.png]] |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |Animation specified by {{TTL|InfantryNuked}} |
+ | |style="text-align:center;"|{{N}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>8</code> |
− | | | + | | |
− | | | + | | |
− | | | + | | |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |Animation specified by {{TTL|InfantryVirus}} |
+ | |style="text-align:center;"|{{Y}} | ||
|- | |- | ||
− | | | + | |style="text-align:center;"|<code>9</code> |
− | | | + | | |
− | | | + | | |
− | | | + | | |
− | | {{ | + | |[[Image:Game_yr_yes.png]] |
− | | style="text-align: | + | |Animation specified by {{TTL|InfantryMutate}} |
+ | |style="text-align:center;"|{{Y}} | ||
|- | |- | ||
− | + | |style="text-align:center;"|<code>10</code> | |
− | + | | | |
− | + | | | |
− | + | | | |
− | + | |[[Image:Game_yr_yes.png]] | |
− | | style="text-align: | + | |Animation specified by {{TTL|InfantryBrute}} |
− | | | + | |style="text-align:center;"|{{N}} |
− | | | ||
− | | | ||
− | | | ||
− | | {{ | ||
− | | | ||
− | | style="text-align: | ||
|} | |} | ||
==Spawning== | ==Spawning== | ||
− | + | These death animations can be made to spawn a player-owned [[InfantryType]] via the [[MakeInfantry]] logic: | |
− | + | ||
+ | * {{TTL|{{PAGENAME}}|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette, however remappable colors will not acquire the correct player colour. | ||
− | + | * {{TTL|{{PAGENAME}}|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be remapped to the correct player colour. | |
− | *[[ |
Revision as of 13:27, 15 May 2008
Flag: | InfDeath |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. (Limited to: 0 through 10) |
Default: | 0 |
Applicable to: | Warheads |
Template:TTL is used on a Warhead to specify the animation to play when an InfantryType is killed by it.
There are two exceptions:
- If the killed InfantryType has Template:TTL set, it will always use its Template:TTL sub-sequences instead.
- If it has animations specified by Template:TTL, these will override all other death animations.
Accepted values
Value | Game Availability | Animation | Spawning?↓ | |||
---|---|---|---|---|---|---|
0
|
none | |||||
1
|
In Red Alert, twirly death (small arms); afterwards, Template:TTL sub-sequence of the killed infantry | |||||
2
|
In Red Alert, explosion death (high explosive); afterwards, Template:TTL sub-sequence of the killed infantry | |||||
3
|
In Red Alert, flying death (armor piercing); afterwards, animation specified by Template:TTL | |||||
4
|
In Red Alert, burn death (flames); afterwards, animation specified by Template:TTL | |||||
5
|
In Red Alert, electro death; afterwards, animation listed second in the [[[:Template:TTL]]] array (regardless of numeration) | |||||
6
|
Animation specified by Template:TTL | |||||
7
|
Animation specified by Template:TTL | |||||
8
|
Animation specified by Template:TTL | |||||
9
|
Animation specified by Template:TTL | |||||
10
|
Animation specified by Template:TTL |
Spawning
These death animations can be made to spawn a player-owned InfantryType via the MakeInfantry logic:
- Template:TTL, InfantryVirus, can be displayed in the unit palette, however remappable colors will not acquire the correct player colour.
- Template:TTL, InfantryMutate, is hardcoded to use the unit palette and will be remapped to the correct player colour.