InfDeath: Difference between revisions
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en>Marshall added special notes for InfDeaths 8 and 9 and reformatted table |
en>Renegade Reformatted table looked awful, revert; removing |special=none under the assumption that it's false, since it's not an integer and not mentioned by DZ; included previously added notes in own section. |
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|name={{PAGENAME}} | |name={{PAGENAME}} | ||
|files={{Categ|rules(md).ini}} | |files={{Categ|rules(md).ini}} | ||
|values= | |values=0-10 | ||
|default=0 | |default=0 | ||
|types={{Categ|Warhead|Warheads}} | |types={{Categ|Warhead|Warheads}} | ||
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'''Note:''' {{TTL|DeathAnims|animation}}, if defined on an InfantryType, will override ''any'' other death animations. | '''Note:''' {{TTL|DeathAnims|animation}}, if defined on an InfantryType, will override ''any'' other death animations. | ||
{| style="vertical-align: middle; text-align: center;" class="table_descrow" | ==InfDeaths== | ||
! rowspan=2 style="width: | {| align="center" cellpadding="2" style="vertical-align: middle; text-align: center; width: 95%;" class="table_descrow" | ||
! rowspan=2 style="width: 7em; " | {{tt|InfDeath}} | |||
! colspan=4 | Valid in | ! colspan=4 | Valid in | ||
! rowspan=2 | Animation | ! rowspan=2 | Animation | ||
|- | |- | ||
! style="width: | ! style="width: 3em; border-left: 1px solid #aaaaaa;" | RA/CS/AM | ||
! style="width: | ! style="width: 3em;" | TS/FS | ||
! style="width: | ! style="width: 3em;" | RA2 | ||
! style="width: | ! style="width: 3em;" | YR | ||
|- | |- | ||
| {{Tt|0}} | | {{Tt|0}} | ||
| Line 38: | Line 37: | ||
| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | null | | style="text-align: left;" | null | ||
|- | |- | ||
| {{Tt|1}} | | {{Tt|1}} | ||
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| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry | | style="text-align: left;" | In RA, CS and AM, twirly death (small arms), afterwards, <tt>[[Die1]]=</tt> sub-sequence of the killed infantry | ||
|- | |- | ||
| {{Tt|2}} | | {{Tt|2}} | ||
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| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry | | style="text-align: left;" | In RA, CS and AM, explosion death (high explosive), afterwards, <tt>[[Die2]]=</tt> sub-sequence of the killed infantry | ||
|- | |- | ||
| {{Tt|3}} | | {{Tt|3}} | ||
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| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}} | | style="text-align: left;" | In RA, CS and AM, flying death (armor piercing), afterwards, {{TTL|InfantryExplode}} | ||
|- | |- | ||
| {{Tt|4}} | | {{Tt|4}} | ||
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| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}} | | style="text-align: left;" | In RA, CS and AM, burn death (flames), afterwards, {{TTL|FlamingInfantry}} | ||
|- | |- | ||
| {{Tt|5}} | | {{Tt|5}} | ||
| Line 78: | Line 72: | ||
| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>] | | style="text-align: left;" | In RA, CS and AM, electro death, afterwards, second animation (#1) from [<tt>[[Animations]]</tt>] | ||
|- | |- | ||
| {{Tt|6}} | | {{Tt|6}} | ||
| Line 86: | Line 79: | ||
| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | {{TTL|InfantryHeadPop}} | | style="text-align: left;" | {{TTL|InfantryHeadPop}} | ||
|- | |- | ||
| {{Tt|7}} | | {{Tt|7}} | ||
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| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | {{TTL|InfantryNuked}} | | style="text-align: left;" | {{TTL|InfantryNuked}} | ||
|- | |- | ||
| {{Tt|8}} | | {{Tt|8}} | ||
| Line 102: | Line 93: | ||
| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | {{TTL|InfantryVirus}} | | style="text-align: left;" | {{TTL|InfantryVirus}} | ||
|- | |- | ||
| {{Tt|9}} | | {{Tt|9}} | ||
| Line 110: | Line 100: | ||
| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | {{TTL|InfantryMutate}} | | style="text-align: left;" | {{TTL|InfantryMutate}} | ||
|- | |- | ||
| {{Tt|10}} | | {{Tt|10}} | ||
| Line 118: | Line 107: | ||
| {{Y}} | | {{Y}} | ||
| style="text-align: left;" | {{TTL|InfantryBrute}} | | style="text-align: left;" | {{TTL|InfantryBrute}} | ||
|} | |} | ||
==Spawning== | |||
'''<code>InfDeath=8</code>''' (InfantryVirus) 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 {{TTL|AltPalette|yes}} is set.<br> | |||
'''<code>InfDeath=9</code>''' (InfantryMutate) 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. | |||
==See also== | |||
*[[MakeInfantry]] | |||
Revision as of 01:32, 15 April 2008
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| Flag: | InfDeath |
| File(s): | rules(md).ini |
| Values: | 0-10 |
| 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.
InfDeaths
| InfDeath | Valid in | Animation | |||
|---|---|---|---|---|---|
| RA/CS/AM | TS/FS | RA2 | YR | ||
| 0 | null | ||||
| 1 | In RA, CS and AM, twirly death (small arms), afterwards, Die1= sub-sequence of the killed infantry | ||||
| 2 | In RA, CS and AM, explosion death (high explosive), afterwards, Die2= sub-sequence of the killed infantry | ||||
| 3 | In RA, CS and AM, flying death (armor piercing), afterwards, Template:TTL | ||||
| 4 | In RA, CS and AM, burn death (flames), afterwards, Template:TTL | ||||
| 5 | In RA, CS and AM, electro death, afterwards, second animation (#1) from [Animations] | ||||
| 6 | Template:TTL | ||||
| 7 | Template:TTL | ||||
| 8 | Template:TTL | ||||
| 9 | Template:TTL | ||||
| 10 | Template:TTL | ||||
Spawning
InfDeath=8 (InfantryVirus) 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.
InfDeath=9 (InfantryMutate) 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.





