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DeathFrames

The number of frames in the wreck animation a destroyed shape-drawn vehicle plays before it explodes.

Specification
Applies to
UnitType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
integer
When omitted
0

Above 0, the hit that destroys the vehicle no longer finishes it. The vehicle drops to one point of strength, stays on the map as a wreck that cannot move, and is exploded and removed once its death counter passes MaxDeathCounter. At 0 the destroying hit finishes the vehicle outright. The count is kept in a single signed byte, so 256 stores as that same zero and quietly turns the wreck off, while any figure above 127 stores as a negative number.

Nothing the ordinary destruction does happens on the wreck path: no death announcement, no passengers thrown clear, no wooden crate from a crate-carrying truck, and no crew survivor. CrewEscape covers the survivor roll that is passed over.

The count is a total rather than a per-facing figure. The frame drawn is StartDeathFrame plus the death counter divided by DeathFrameRate, held at the last frame of the run once that division reaches DeathFrames − 1. No facing term enters it, so the wreck shows the same run whichever way the vehicle was pointing.

art.ini
[MYWALKER] ; the Image ID of a shape-drawn UnitType
Facings=8
WalkFrames=12
DeathFrames=13 ; one run of 13, from frame 8 × (0 + 12 + 1) = 104
DeathFrameRate=3 ; 39 game frames of animation, about two and a half seconds
MaxDeathCounter=64 ; the wreck is removed after 64 game frames