InfDeath: Difference between revisions
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| style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>]) | | style="text-align: left;" | <tt>[[InfantryBrute]]</tt> ([<tt>[[AudioVisual]]</tt>]) | ||
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[[Category:Warhead Flags]] | |||
[[Category:Rules(md).ini Flags]] | |||
Revision as of 09:22, 6 May 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 | |||
| 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]) |





