Skip to content

Sequence

The art.ini section that lays out the frames of every action an infantry type performs.

Specification
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.

art.ini
[E1] ; the Image ID of the stock Light Infantry
Sequence=E1Sequence
[E1Sequence]
Ready=0,1,1 ; one frame per facing, frames 0-7
Walk=8,6,6 ; six frames per facing, frames 8-55
Idle1=56,15,0,W ; one run of 15 shared by every facing, ending facing west
Prone=86,1,6 ; the first frame of each crawl run
Crawl=86,6,6

The 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.

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.

EntryAction
ReadyStanding at rest
GuardStanding on guard
ProneLying prone at rest
WalkWalking upright
FireUpFiring upright
DownLying down
CrawlMoving while prone
UpGetting up
FireProneFiring while prone
Idle1, Idle2The two idle animations
Die1 to Die5The five death animations, chosen by the warhead that killed the soldier
HoverHovering on jump jets
FlyFlying on jump jets
TumbleTumbling on jump jets
FireFlyFiring while flying
StruggleStruggling inside a web

Four of these are never started by anything: Guard, Die3, Die4 and Tumble. Frames cut for them are never drawn.