InfDeath
The death sequence an infantryman killed by the warhead performs.
- Applies to
- WarheadType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
The setting is one of six numbers, and the table gives the death each one produces. What separates the rows is whether the soldier plays a sequence where it stands or is simply taken away with an animation left in its place, which is what the two paragraphs after the table turn on.
| Value | Result |
|---|---|
0 | The soldier is removed at once, with no death sequence and no corpse |
1 | The gun death sequence |
2 | The explosion death sequence |
3 | The InfantryExplode animation is left where the soldier stood, and the soldier is removed |
4 | A Doggie=yes type plays its own burning death; any other type is removed and leaves the FlamingInfantry animation behind |
5 | A Doggie=yes type plays its own burning death; any other type is removed and leaves the electrocution animation behind |
Any value outside that range behaves as 0.
[MyFlameWH] ; example WarheadTypeInfDeath=4A sequence played on the soldier itself — 1, 2, and the dog branch of 4 and 5 — holds the body in place until the animation runs out. The soldier is removed at that point, and every type but a dog drops one of the DeadBodies corpses as it goes.
Three deaths never reach the setting at all. A prone cyborg and a jump-jet infantryman both leave the InfantryExplode animation, and a soldier that dies over water after being knocked off a height leaves a wake and a splash. A soldier killed by a laser fence is forced onto 5 whatever its attacker’s warhead says. A cyborg killed by forced damage is removed at once whatever the setting names: the sequence for 1 or 2 still starts, but the body is taken away on the same step.