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Difference between revisions of "InfDeath"

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(Cleaned up a bit)
m (Minor Revisions)
Line 17: Line 17:
  
 
There are two exceptions:
 
There are two exceptions:
* If the killed InfantryType has {{TTL|NotHuman|yes}} set, it will always use its {{TTL|DieX}} sub-sequences instead.
+
* If the killed InfantryType has {{TTL|NotHuman|yes}} set, it will always use {{TTL|DieX}} sub-sequences instead.
 
* If it has animations specified by {{TTL|DeathAnims}}, these will override ''all'' other death animations.
 
* If it has animations specified by {{TTL|DeathAnims}}, these will override ''all'' other death animations.
  
Line 57: Line 57:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|In Red Alert, flying death (armor piercing); afterwards, animation specified by {{TTL|InfantryExplode}}
 
|In Red Alert, flying death (armor piercing); afterwards, animation specified by {{TTL|InfantryExplode}}
|style="text-align:center;"|{{N}}
+
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
 
|-
 
|-
 
|style="text-align:center;"|<code>4</code>
 
|style="text-align:center;"|<code>4</code>
Line 65: Line 65:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|In Red Alert, burn death (flames); afterwards, animation specified by {{TTL|FlamingInfantry}}
 
|In Red Alert, burn death (flames); afterwards, animation specified by {{TTL|FlamingInfantry}}
|style="text-align:center;"|{{N}}
+
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
 
|-
 
|-
 
|style="text-align:center;"|<code>5</code>
 
|style="text-align:center;"|<code>5</code>
Line 73: Line 73:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|In Red Alert, electro death; afterwards, animation listed second in the [{{TTL|Animations}}] array (regardless of numeration)
 
|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;"|{{Y}} {{co|Neutral|grey}}
 
|-
 
|-
 
|style="text-align:center;"|<code>6</code>
 
|style="text-align:center;"|<code>6</code>
Line 81: Line 81:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|Animation specified by {{TTL|InfantryHeadPop}}
 
|Animation specified by {{TTL|InfantryHeadPop}}
|style="text-align:center;"|{{N}}
+
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
 
|-
 
|-
 
|style="text-align:center;"|<code>7</code>
 
|style="text-align:center;"|<code>7</code>
Line 89: Line 89:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|Animation specified by {{TTL|InfantryNuked}}
 
|Animation specified by {{TTL|InfantryNuked}}
|style="text-align:center;"|{{N}}
+
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
 
|-
 
|-
 
|style="text-align:center;"|<code>8</code>
 
|style="text-align:center;"|<code>8</code>
Line 97: Line 97:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|Animation specified by {{TTL|InfantryVirus}}
 
|Animation specified by {{TTL|InfantryVirus}}
|style="text-align:center;"|{{Y}}
+
|style="text-align:center;"|{{Y}} {{co|'''Player'''|green}}
 
|-
 
|-
 
|style="text-align:center;"|<code>9</code>
 
|style="text-align:center;"|<code>9</code>
Line 105: Line 105:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|Animation specified by {{TTL|InfantryMutate}}
 
|Animation specified by {{TTL|InfantryMutate}}
|style="text-align:center;"|{{Y}}
+
|style="text-align:center;"|{{Y}} {{co|'''Player'''|green}}
 
|-
 
|-
 
|style="text-align:center;"|<code>10</code>
 
|style="text-align:center;"|<code>10</code>
Line 113: Line 113:
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|Animation specified by {{TTL|InfantryBrute}}
 
|Animation specified by {{TTL|InfantryBrute}}
|style="text-align:center;"|{{N}}
+
|style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
 
|}
 
|}
  
 
==Spawning==
 
==Spawning==
These death animations can be made to spawn a player-owned [[InfantryType]] via the [[MakeInfantry]] logic:
+
In {{Yr}}, 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}}|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette if {{TTL|AltPalette|yes}}, 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.
 
* {{TTL|{{PAGENAME}}|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be remapped to the correct player colour.
 +
 +
All other {{TTL|{{PAGENAME}}}} animations, besides those that are part of an infantry {{TTL|Sequence}}, can be made to spawn a neutral-owned InfantryType. These can be displayed in the unit palette if {{tt|AltPalette{{=}}yes}}, however remappable colors will not acquire the correct player colour.

Revision as of 04:06, 16 May 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: 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 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 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png none Cc cancel.png
1 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, twirly death (small arms); afterwards, Template:TTL sub-sequence of the killed infantry Cc cancel.png
2 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, explosion death (high explosive); afterwards, Template:TTL sub-sequence of the killed infantry Cc cancel.png
3 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, flying death (armor piercing); afterwards, animation specified by Template:TTL Cc apply.png Neutral
4 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, burn death (flames); afterwards, animation specified by Template:TTL Cc apply.png Neutral
5 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, electro death; afterwards, animation listed second in the [[[:Template:TTL]]] array (regardless of numeration) Cc apply.png Neutral
6 Game ra2 yes.png Game yr yes.png Animation specified by Template:TTL Cc apply.png Neutral
7 Game ra2 yes.png Game yr yes.png Animation specified by Template:TTL Cc apply.png Neutral
8 Game yr yes.png Animation specified by Template:TTL Cc apply.png Player
9 Game yr yes.png Animation specified by Template:TTL Cc apply.png Player
10 Game yr yes.png Animation specified by Template:TTL Cc apply.png Neutral

Spawning

In Yuri's Revenge, 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 if Template:TTL, 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.
All other Template:TTL animations, besides those that are part of an infantry Template:TTL, can be made to spawn a neutral-owned InfantryType. These can be displayed in the unit palette if AltPalette=yes, however remappable colors will not acquire the correct player colour.