DeathAnims= accepts a list of animations.
When the infantry dies he will 'die' using one of the animations you have specified.
DeathAnims= overrides InfDeath so the death animation is not dependant on the weapon that killed the unit.
You can't use '2' as that is not a valid animation name. And NORMAL, ONFIRE and SHOCKED don't exist in the game.
I think what your saying is that 'can I limit which of the infdeaths this guy is allowed to be subject to?' To which the answer is no.
If DeathAnims= is specified, the infantry will 'die' using a random animation from that list instead of using the InfDeath determined by the weapon he was killed with.
If DeathAnims= isn't specified, the unit dies using the InfDeath of the weapon he was killed with.
When the infantry dies he will 'die' using one of the animations you have specified.
DeathAnims= overrides InfDeath so the death animation is not dependant on the weapon that killed the unit.
You can't use '2' as that is not a valid animation name. And NORMAL, ONFIRE and SHOCKED don't exist in the game.
I think what your saying is that 'can I limit which of the infdeaths this guy is allowed to be subject to?' To which the answer is no.
If DeathAnims= is specified, the infantry will 'die' using a random animation from that list instead of using the InfDeath determined by the weapon he was killed with.
If DeathAnims= isn't specified, the unit dies using the InfDeath of the weapon he was killed with.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.