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 carries one entry per action the soldier can perform, and each entry holds up to four fields: the first frame of the run, the number of frames in it, the number of frames from one facing to the next, and a compass point the soldier is turned to when an ordinary run ends.
[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 taken as a remainder against the frame count, plus the soldier’s heading reduced to one of eight blocks times the per-facing jump. A jump of 0 leaves the run facing-independent, as the idle and death runs above are. A JumpJet=yes soldier with a target uses the direction to that target in place of its own heading.
An entry the named section does not carry leaves that action with a frame count of 0 — but only the first time a type builds its table, so a later rules layer naming a different section merges into the existing one and leaves the actions it omits at their old frames. An action whose frame count is 0 is never started at all — a soldier whose section omits Idle1 simply never plays it.
Entry names
Section titled “Entry names”The table names every entry a sequence section may carry and the action each one drives. Not every name earns the frames cut for it, which is what the line below the table settles.
| Entry | Action |
|---|---|
Ready | Standing at rest |
Guard | Standing on guard |
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 to Die5 | The five death animations, chosen by the warhead that killed the soldier |
Hover | Hovering on jump jets |
Fly | Flying on jump jets |
Tumble | Tumbling on jump jets |
FireFly | Firing while flying |
Struggle | Struggling inside a web |
Four of these are never started by anything: Guard, Die3, Die4 and Tumble. Frames cut for them are never drawn.