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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 has one entry per action the soldier can perform, and each entry has up to four fields:

  1. the first frame of the run;
  2. the number of frames in the run;
  3. the number of frames from one facing to the next;
  4. optionally, a compass point the soldier turns to when the run ends: N, NE, E, SE, S, SW, W or NW, in capitals. Struggle and the death runs ignore it.
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 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.

The table lists every entry a sequence section may have and the action each one drives.

EntryAction
ReadyStanding at rest
GuardStanding on guard; never played
ProneLying prone at rest
WalkWalking upright
FireUpFiring upright
DownLying down
CrawlMoving while prone
UpGetting up
FireProneFiring while prone
Idle1, Idle2The two idle animations
Die1The gun death, for InfDeath=1
Die2The explosion death, for InfDeath=2
Die3, Die4Two further death animations; never played
Die5The burning death of a Doggie=yes type, for InfDeath=4 or 5
HoverHovering on jump jets
FlyFlying on jump jets
TumbleTumbling on jump jets; never played
FireFlyFiring while flying
StruggleStruggling inside a web