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InfDeath

The death sequence an infantryman killed by the warhead performs.

Specification
Applies to
WarheadType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The value selects one of six deaths:

ValueResult
0The soldier is removed at once, with no death sequence
1The soldier plays its gun death sequence
2The soldier plays its explosion death sequence
3The soldier is removed and leaves the InfantryExplode animation
4A Doggie=yes type plays its burning death. Any other type is removed and leaves the FlamingInfantry animation
5A Doggie=yes type plays its burning death. Any other type is removed and leaves the electrocution animation

Any other value behaves as 0.

rules.ini
[MyFlameWH] ; example WarheadType
InfDeath=4

A soldier that plays a death sequence stays in place until the sequence ends, and is then removed. Every type except a dog drops one of the DeadBodies corpses at that point. A soldier removed at once leaves no corpse.

These deaths ignore the warhead’s value:

  • A prone cyborg or a jump-jet infantryman leaves the InfantryExplode animation.
  • A soldier that falls from a height and dies over water leaves a wake and a splash.
  • A soldier killed by a laser fence dies as if the value were 5.

A cyborg killed by forced damage is removed at once, whatever the value. With 1 or 2 its death sequence starts, but the body disappears in the same game frame.