| 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])
|