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InfDeath

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Revision as of 21:39, 14 April 2008 by Marshall (talk | contribs) (added special notes for InfDeaths 8 and 9 and reformatted table)
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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