Skip to content

FlamingInfantry

The burning figure left where fire kills an infantryman.

Specification
Applies to
global rules
File
rules.ini
Section
[AudioVisual]
Value
class
When omitted
none
rules.ini
[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.