InfDeath: Difference between revisions
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en>DCoder m + Categ|rules(md).ini |
en>Vinifera7 added note about DeathAnims |
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<tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]]. | <tt>InfDeath</tt> defines the animation that is played if an <tt>[[InfantryType]]</tt> ''without'' <tt>[[NotHuman]]=yes</tt> is killed by this [[Warhead]]. | ||
'''Note:''' Adding <tt>[[DeathAnims]]=</tt>''animation'' to an <tt>[[InfantryType]]</tt> will override ''any'' other death animations. | |||
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Revision as of 21:20, 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.
Note: Adding DeathAnims=animation to an InfantryType will override any other death animations.
| 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]) | ||||





