InfDeath
From ModEnc
| Flag: | InfDeath |
| File(s): | rules(md).ini |
| Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967296. (Limited to: 0 through 10) |
| Default: | 0 |
| Applicable to: | Warheads |
InfDeath is used on a Warhead to specify the animation to play when an InfantryType is killed by it.
There are two exceptions:
- If the killed InfantryType has NotHuman=yes set, it will always use DieX sub-sequences instead.
- If it has animations specified by DeathAnims, these will override all other death animations.
[edit] Accepted values
| Value | Game Availability | Animation | Spawning?↓ | |||
|---|---|---|---|---|---|---|
0
| none | |||||
1
| In Red Alert, twirly death (small arms); afterwards, Die1 sub-sequence of the killed infantry | |||||
2
| In Red Alert, explosion death (high explosive); afterwards, Die2 sub-sequence of the killed infantry | |||||
3
| In Red Alert, flying death (armor piercing); afterwards, animation specified by InfantryExplode | |||||
4
| In Red Alert, burn death (flames); afterwards, animation specified by FlamingInfantry | |||||
5
| In Red Alert, electro death; afterwards, animation listed second in the [Animations] array (regardless of numeration) | |||||
6
| Animation specified by InfantryHeadPop | |||||
7
| Animation specified by InfantryNuked | |||||
8
| Animation specified by InfantryVirus | |||||
9
| Animation specified by InfantryMutate | |||||
10
| Animation specified by InfantryBrute | |||||
[edit] Spawning
In Yuri's Revenge, these death animations can be made to spawn a player-owned InfantryType via the MakeInfantry logic:
- InfDeath=8, InfantryVirus, can be displayed in the unit palette if AltPalette=yes, however remappable colors will not acquire the correct player colour.
- InfDeath=9, InfantryMutate, is hardcoded to use the unit palette and will be remapped to the correct player colour.

