21.02.2005, 01:57:37
PaD Wrote:I thought of the following:
You give a unit the tag AltDeathX=Y.
What do X and Y mean? Well:
X is the InfDeath that caused the death anim Y to work. How that works?
When a warhead kills an infantry, it checks what InfDeath is set to the warhead and plays the animation. I'd expand that:
Before it plays the animation, it checks for the AltDeathX= tag of the dying unit.
X would be the same number as assigned to the InfDeath= tag of the warhead, so if the warhead's InfDeath is 5, the game checks AltDeath5=
If its value is NOT the default value (e.g. -1), it takes the InfDeath number Y listed in the NewInfDeaths list or NewInfMutations list.
Example:
[NewInfMutations]
0=COWTOANY
[COW]
...
AltDeath8=0 ;if genetic mutation is fired at it, animation COWTOANY is played.
Because of the number X, it's easy to find out whether the anim is a mutation or not (0 to 7 isn't, 8 is, 9 isn't, 10 to 100 is, every higher number isn't).
OK, that would work, and custom infantry sequences could be saved as separate animations rather than add them to the infantry animation shp. But why do you need a [NewInfMutations] list? Why not just do it like this:
[COW]
AltDeath8=COWTOANY
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CannisRules: It's a YR mod.
CannisRules: It's a YR mod.