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Difference between revisions of "InfDeath"

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{{DeeZireInclusion}}<br />
+
{{Flag
Indicates the animation effect to apply to an InfantryType if it is destroyed by this warhead. The value can be set to any of the following;-<br />
+
|name=InfDeath
<br />
+
|files=rules(md).ini
0 = no special effect - the InfantryType is instantly removed } special case<br />
+
|values=integers
1 = the Die1= images from the units 'sequence' in ART.INI is used } bullets death<br />
+
|special=none
2 = the Die2= images from the units 'sequence' in ART.INI is used } explosion death<br />
+
|default=0
3 = animation defined by the InfantryExplode= statement is used } air death<br />
+
|types=[[Warhead]]s
4 = animation defined by the FlamingInfantry= statement is used } burning death<br />
+
|games=[[RA1]], [[TS]], [[RA2]], [[YR]]
5 = animation #1 (the second entry) from the [Animations] list is used  } electric death<br />
+
}}
6 = animation defined by the InfantryHeadPop= statement is used } mind melt death<br />
+
 
7 = animation defined by the InfantryNuked= statement is used } radiation death<br />
+
<tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]].  
(YR) 8 = animation defined by the InfantryVirus= statement is used } poison death<br />
+
 
(YR) 9 = animation defined by the InfantryMutate= statement is used } genetic mutation death<br />
+
{| border=1 cellspacing=0 style="vertical-align: middle; text-align: center;"
(YR) 10 = animation defined by the InfantryBrute= statement is used } smashed to death
+
| rowspan=2 | <tt>InfDeath</tt>
 +
| colspan=4 | Valid in
 +
| rowspan=2 | Animation
 +
|-
 +
| RA1
 +
| TS
 +
| RA2
 +
| YR
 +
|-
 +
| 0
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | null
 +
|-
 +
| 1
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | In RA1, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry
 +
|-
 +
| 2
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | In RA1, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry
 +
|-
 +
| 3
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | In RA1, flying death (armor piercing), afterwards, <tt>[[InfantryExplode]]=</tt> ([<tt>[[AudioVisual]]</tt>])
 +
|-
 +
| 4
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | In RA1, burn death (flames), afterwards, <tt>[[FlamingInfantry]]=</tt> ([<tt>[[AudioVisual]]</tt>])
 +
|-
 +
| 5
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | In RA1, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>]
 +
|-
 +
| 6
 +
| No
 +
| No
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | <tt>[[InfantryHeadPop]]</tt> ([<tt>[[AudioVisual]]</tt>])
 +
|-
 +
| 7
 +
| No
 +
| No
 +
| Yes
 +
| Yes
 +
| style="text-align: left;" | <tt>[[InfantryNuked]]</tt> ([<tt>[[AudioVisual]]</tt>])
 +
|-
 +
| 8
 +
| No
 +
| No
 +
| No
 +
| Yes
 +
| style="text-align: left;" | <tt>[[InfantryVirus]]</tt> ([<tt>[[AudioVisual]]</tt>])
 +
|-
 +
| 9
 +
| No
 +
| No
 +
| No
 +
| Yes
 +
| style="text-align: left;" | <tt>[[InfantryMutate]]</tt> ([<tt>[[AudioVisual]]</tt>])
 +
|-
 +
| 10
 +
| No
 +
| No
 +
| No
 +
| Yes
 +
| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>])
 +
|}

Revision as of 09:21, 6 May 2006

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 NotHuman=yes is killed by this Warhead.

InfDeath Valid in Animation
RA1 TS RA2 YR
0 Yes Yes Yes Yes null
1 Yes Yes Yes Yes In RA1, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry
2 Yes Yes Yes Yes In RA1, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry
3 Yes Yes Yes Yes In RA1, flying death (armor piercing), afterwards, InfantryExplode= ([AudioVisual])
4 Yes Yes Yes Yes In RA1, burn death (flames), afterwards, FlamingInfantry= ([AudioVisual])
5 Yes Yes Yes Yes In RA1, electro death, afterwards, second animation (#1) from [Animations]
6 No No Yes Yes InfantryHeadPop ([AudioVisual])
7 No No Yes Yes InfantryNuked ([AudioVisual])
8 No No No Yes InfantryVirus ([AudioVisual])
9 No No No Yes InfantryMutate ([AudioVisual])
10 No No No Yes InfantryBrute ([AudioVisual])