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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]

When a warhead with InfDeath=4 kills an infantryman, this animation plays at his position and the soldier is deleted at once. No corpse remains to be crushed, shot or targeted.

The animation does not play in these cases:

  • A Doggie=yes infantryman plays its own fire-death sequence instead.
  • A soldier who was falling and dies no more than ten leptons above a water cell splashes instead.
  • A prone Cyborg=yes infantryman and a jumpjet infantryman burst into InfantryExplode instead.
  • A soldier killed by a laser fence is electrocuted instead, whatever the warhead.

How the figure moves depends on the named type. With IsFlamingGuy=yes, it runs from cell to cell and then collapses, using the frames that RunningFrames lays out. Without that flag, the animation simply plays where the soldier fell.