FlamingInfantry
The burning figure left where fire kills an infantryman.
- Applies to
- global rules
- File
rules.ini- Section
[AudioVisual]- Value
- class
- When omitted
none
[AudioVisual]FlamingInfantry=MYFLAMEGUY ; an AnimType registered in [Animations]A warhead carrying InfDeath=4 that kills an infantryman replaces the corpse with this animation at his position and deletes the soldier outright, so nothing of him is left to be crushed, shot or targeted. A Doggie=yes infantryman takes its own fire-death sequence instead. Three earlier branches also take precedence over the warhead’s choice: a soldier who was already falling and comes down within ten leptons of water splashes instead, a prone Cyborg=yes infantryman and a jumpjet infantryman both take InfantryExplode.
The staggering about is the animation’s own behavior, not this setting’s. IsFlamingGuy=yes on the named type is what makes it run from cell to cell for up to seven steps before collapsing, and RunningFrames sizes the sequence it collapses into. Naming a type without that flag simply plays the animation where the soldier fell.