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InfDeath

From ModEnc²
Revision as of 01:32, 15 April 2008 by 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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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.

See also