Sequence
The art.ini section that lays out the frames of every action an infantry type performs.
- Applies to
- InfantryType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted- Value
- string
- When omitted
none
The value names another section of the same file. That section has one entry per action the soldier can perform, and each entry has up to four fields:
- the first frame of the run;
- the number of frames in the run;
- the number of frames from one facing to the next;
- optionally, a compass point the soldier turns to when the run ends:
N,NE,E,SE,S,SW,WorNW, in capitals.Struggleand the death runs ignore it.
[E1] ; the Image ID of the stock Light InfantrySequence=E1Sequence
[E1Sequence]Ready=0,1,1 ; one frame per facing, frames 0-7Walk=8,6,6 ; six frames per facing, frames 8-55Idle1=56,15,0,W ; one run of 15 shared by every facing, ending facing westProne=86,1,6 ; the first frame of each crawl runCrawl=86,6,6The frame drawn is the run’s first frame, plus the animation stage wrapped to the frame count, plus the per-facing jump times the soldier’s facing. The facing counts as one of eight directions, numbered from 0. A jump of 0 makes the run the same for every facing, as the Idle1 entry above is. A JumpJet=yes soldier with a target uses the direction to that target in place of its own heading while its jumpjet locomotor is in control.
An action whose entry is missing from the section gets a frame count of 0, and an action with a frame count of 0 never starts. A soldier whose section omits Idle1 never plays it.
Entry names
Section titled “Entry names”The table lists every entry a sequence section may have and the action each one drives.
| Entry | Action |
|---|---|
Ready | Standing at rest |
Guard | Standing on guard; never played |
Prone | Lying prone at rest |
Walk | Walking upright |
FireUp | Firing upright |
Down | Lying down |
Crawl | Moving while prone |
Up | Getting up |
FireProne | Firing while prone |
Idle1, Idle2 | The two idle animations |
Die1 | The gun death, for InfDeath=1 |
Die2 | The explosion death, for InfDeath=2 |
Die3, Die4 | Two further death animations; never played |
Die5 | The burning death of a Doggie=yes type, for InfDeath=4 or 5 |
Hover | Hovering on jump jets |
Fly | Flying on jump jets |
Tumble | Tumbling on jump jets; never played |
FireFly | Firing while flying |
Struggle | Struggling inside a web |