19.02.2005, 18:59:58
(This post was last modified: 19.02.2005, 19:17:58 by Bobingabout.)
I've got an idea. a combination of both really.
firstly, you create an AltInfDeathName= to the infantry. this points to another list.
also, a NonHuman= would trigger this change. maybe an AltInfDeath=yes tag instead to decide if the creature will just die like normal, or force 1 of these new deaths. NonHuman= would mean force SHP death, AltInfDeath= would mean use alternate deaths. which 1 is domanant is upto PD, or the game itels to decide, but sufice to say, you shouldn't use both together.
you could add [AltInfDeathName] as a list of alternate death anim lists and for example: [CowDeaths] 1=, 2= ect, you could list the name of the anim in which to play. this would also allow the same anim to be used more than once without multiple copies, and use the existing ones with only 1 changed SHP for example.
this would probably be very simular to having a tag to specify each death, only easier to implement because only 2 tags and 1 table (plus another for each entry in the table)are added, tables use a numbered list which doesn't require any extra programming.
so back to the unit. add AltInfDeath=yes and AltInfDeathName=CowDeaths, and then this unit will use the anims listed in CowDeaths when they die instead of the standard deaths.
as you can see, this allows you to specify an alternate generic death for all units of a spacific kind, and 1 new list for all new deaths for each unit if you wanted.
still, i dunno exactly how anim to infantry would work, because you probably wouldn't list these new deaths on the [NewInfMutations] lists. maybe you might add them to the end instead of the beginning of the list to know not to use them as a standard death anim.
firstly, you create an AltInfDeathName= to the infantry. this points to another list.
also, a NonHuman= would trigger this change. maybe an AltInfDeath=yes tag instead to decide if the creature will just die like normal, or force 1 of these new deaths. NonHuman= would mean force SHP death, AltInfDeath= would mean use alternate deaths. which 1 is domanant is upto PD, or the game itels to decide, but sufice to say, you shouldn't use both together.
you could add [AltInfDeathName] as a list of alternate death anim lists and for example: [CowDeaths] 1=, 2= ect, you could list the name of the anim in which to play. this would also allow the same anim to be used more than once without multiple copies, and use the existing ones with only 1 changed SHP for example.
this would probably be very simular to having a tag to specify each death, only easier to implement because only 2 tags and 1 table (plus another for each entry in the table)are added, tables use a numbered list which doesn't require any extra programming.
so back to the unit. add AltInfDeath=yes and AltInfDeathName=CowDeaths, and then this unit will use the anims listed in CowDeaths when they die instead of the standard deaths.
as you can see, this allows you to specify an alternate generic death for all units of a spacific kind, and 1 new list for all new deaths for each unit if you wanted.
still, i dunno exactly how anim to infantry would work, because you probably wouldn't list these new deaths on the [NewInfMutations] lists. maybe you might add them to the end instead of the beginning of the list to know not to use them as a standard death anim.