19.02.2005, 16:00:13
Marshall Wrote:@Cannis:No, you're right, in the way I said it I was clearly confused.
Eh? Blade was saying AltInfDeath=[Integer] on the warhead to indicate the infdeath to use if the warhead killed a unit with NotHuman=yes.
This would allow a different infdeath to be used for animals than humans for specific weapons which would also enable genetic mutation possibilities against animals.
You're saying AltInfDeath=[Animation] on the unit so that it always dies using the same animation? What's the point of that? Besides, we can already do that using DeathAnims=[List of Animations]
Even if you meant AltInfDeath=[Integer] on the unit we can already do that using DeathAnims= (by stating the anim of course, not the infdeath number).
Or am I misunderstanding something?
As an InfantryType property, you'd have to create alternative animations for every InfDeath that existed, which is obviously too much of a pain in the ass. But it would be a really cool thing to set a specific alternate death anim for a specific warhead for whatever specific unit you want. Like say Tesla troopers die from electro-shock differently thatn anyone else.
Don't want to create a million new tags for units (one for each possible infdeath), since they get added to every single infantry unit (using defaults). Then it becomes a memory hog.
I can think of 2 possibilities:
UseAltInfDeath=[comma-separated-list]
ex: UseAltInfDeath=5,8,22
...means the unit uses Die5= for InfDeath=5, Die=8 for 8, and Die=22 for 22. If a value on the list is not found, use the regular InfDeath=.
Or...
UseAltInfDeath=yes
...means first check the warhead for the specified InfDeath=. Let's say it's InfDeath=5. Then check the unit's artmd code. If Die=5 exists, use that sequence. If Die=5 does not exist, fall back to using the regular InfDeath=.
I think either of the above is doable and not memory-intensive (in the second case, errant Die3= etc entries will have to be removed from artmd.ini).
This way a modder who made a special death anim for a specific unit could have that sequence played, no matter what unit it is, and no matter what InfDeath= it is. He could expand upon this feature of his mod one unit sequence at a time as he feels like doing it.
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CannisRules: It's a YR mod.