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:
| Value | Result |
|---|---|
0 | The soldier is removed at once, with no death sequence |
1 | The soldier plays its gun death sequence |
2 | The soldier plays its explosion death sequence |
3 | The soldier is removed and leaves the InfantryExplode animation |
4 | A Doggie=yes type plays its burning death. Any other type is removed and leaves the FlamingInfantry animation |
5 | A Doggie=yes type plays its burning death. Any other type is removed and leaves the electrocution animation |
Any other value behaves as 0.
[MyFlameWH] ; example WarheadTypeInfDeath=4A 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
InfantryExplodeanimation. - 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.