InfDeath: Difference between revisions
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|special=none | |special=none | ||
Revision as of 19:49, 15 August 2006
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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 NotHuman=yes is killed by this Warhead.
| InfDeath | Valid in | Animation | |||
|---|---|---|---|---|---|
| RA | TS | RA2 | YR | ||
| 0 | null | ||||
| 1 | In RA, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry | ||||
| 2 | In RA, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry | ||||
| 3 | In RA, flying death (armor piercing), afterwards, InfantryExplode= ([AudioVisual]) | ||||
| 4 | In RA, burn death (flames), afterwards, FlamingInfantry= ([AudioVisual]) | ||||
| 5 | In RA, electro death, afterwards, second animation (#1) from [Animations] | ||||
| 6 | InfantryHeadPop ([AudioVisual]) | ||||
| 7 | InfantryNuked ([AudioVisual]) | ||||
| 8 | InfantryVirus ([AudioVisual]) | ||||
| 9 | InfantryMutate ([AudioVisual]) | ||||
| 10 | InfantryBrute ([AudioVisual]) | ||||





