InfantryExplode
The explosion that stands in for an infantry death animation.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[AudioVisual]- Value
- class
- When omitted
none
[AudioVisual]InfantryExplode=MYINFBANG ; an AnimType registered in [Animations]The animation is created at the soldier’s own position, and the soldier is deleted rather than being left to play a death sequence, so no corpse from DeadBodies follows it.
Four deaths reach it, and one non-death:
- a warhead carrying
InfDeath=3, which is the plain choice a mod makes for an exploding death; - a
Cyborg=yesinfantryman killed while prone; - a jumpjet infantryman, whatever killed it;
- a forced kill of a
Cyborg=yesinfantryman that was already falling at the time; - and a
Cyborg=yesinfantryman brought to zero strength while upright by damage that was not forced. That soldier is not killed at all: he is set back to a quarter of his maximum strength, dropped prone and put into a crawl, and this explosion marks the moment his legs go.
Because the forced-kill case is a separate test rather than part of the chain, a falling cyborg that is forced to die while prone and not standing low over water creates the animation twice on the same frame.