InfantryExplode
The explosion that stands in for an infantry death animation.
- Applies to
- global rules
- File
rules.ini- Section
[AudioVisual]- Value
- class
- When omitted
none
[AudioVisual]InfantryExplode=MYINFBANG ; an AnimType registered in [Animations]When an infantryman dies with this animation, the animation plays at its position and the infantryman is removed at once. It plays no death sequence and leaves no DeadBodies corpse.
When an infantryman is killed, the engine checks these cases in order and uses the first that matches:
- It was knocked off a height and dies no more than 10 leptons above water. It leaves a wake and a splash instead of this animation, apart from the cyborg case below the list.
- It is a
Cyborg=yestype lying prone. It plays this animation. - It is a
JumpJet=yestype. It plays this animation, whatever killed it. - The killing warhead sets
InfDeath=3. It plays this animation, unless a laser fence made the kill, which gives the electrocution death. ADoggie=yestype killed by a laser fence plays its fire death instead.
A Cyborg=yes infantryman that was knocked off a height also plays the animation when forced damage kills it. Forced damage ignores Immune=yes, and the impact at the end of a fall is forced. This animation plays before the list is checked, and the list still applies. A cyborg that also matches case 2, 3 or 4 plays the animation twice on the same frame, and one that matches case 1 plays it alongside the wake and splash.
The animation also marks a Cyborg=yes infantryman losing its legs without dying. When ordinary damage would bring an upright cyborg to zero strength, it survives instead: it plays this animation, drops to a quarter of its maximum strength with a minimum of 1, goes prone and starts crawling. Forced damage kills an upright cyborg outright.