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InfDeath

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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.

Accepted values

Value Game Availability Animation Spawning?
0 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png none Cc cancel.png
1 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, twirly death (small arms); afterwards, Die1 sub-sequence of the killed infantry Cc cancel.png
2 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, explosion death (high explosive); afterwards, Die2 sub-sequence of the killed infantry Cc cancel.png
3 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, flying death (armor piercing); afterwards, animation specified by InfantryExplode Cc apply.png Neutral
4 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, burn death (flames); afterwards, animation specified by FlamingInfantry Cc apply.png Neutral
5 Game ra yes.png Game ts yes.png Game ra2 yes.png Game yr yes.png In Red Alert, electro death; afterwards, animation listed second in the [Animations] array (regardless of numeration) Cc apply.png Neutral
6 Game ra2 yes.png Game yr yes.png Animation specified by InfantryHeadPop Cc apply.png Neutral
7 Game ra2 yes.png Game yr yes.png Animation specified by InfantryNuked Cc apply.png Neutral
8 Game yr yes.png Animation specified by InfantryVirus Cc apply.png Player
9 Game yr yes.png Animation specified by InfantryMutate Cc apply.png Player
10 Game yr yes.png Animation specified by InfantryBrute Cc apply.png Neutral
11+ Question.gif Question.gif Question.gif Game yr yes.png No generic animation - must fill the DeathAnims array on the infantry that should have a special anim here. Otherwise there is no animation, just disappearance. Cc apply.png Neutral

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

#8

InfDeath 8 (Virus death) assumes the animation for it has a SpawnsParticle set and will always try to spawn a particle - you can't make it skip this part. SpawnsParticle has a volatile default value, which means forgetting to set it to a valid particle on this animation will cause an IE or erratic behaviour.

Additionally, inflicting this on a NotHuman=yes (this effect does happen even though NotHuman should prevent it) or an airborne object spawns just one particle from SpawnsParticle, as opposed to normal behaviour (which is to spawn NumParticles).

#9

InfDeath 9 (Genetic Mutator death) is hardcoded not to deal any damage to infantry that are not firmly on the ground (paratroopers), as well as not to play its animation if affecting an airborne object. In these cases, for lethal shots (which don't really happen given that damage isn't dealt, but that's how the game is coded) sub-sequence Die2 is forced instead.

All spawn-capable except #9

These animations do not remap to firing player colours, only #9 does.

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.
All other InfDeath animations, besides those that are part of an infantry Sequence, can be made to spawn a neutral-owned InfantryType. These can be displayed in the unit palette if AltPalette=yes, however remappable colors will not acquire the correct player colour.