@Cannis:
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?
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?
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.