MakeInfantryOwner¶
The original MakeInfantry
logic would always grant ownership of
newly-created infantry to the neutral side, unless the animation was caused by
an InfantryType being killed by an InfDeath=9
warhead (in which
case the killing player would get ownership of the new InfantryType).
Ares lets you choose which player will gain ownership, from one of
several options.
[Animation]â–şMakeInfantryOwner=
(enumeration invoker|killer|victim|civilian|special|neutral|random)Specifies which house will own the resulting InfantryType that gets created after this animation has played. The animation’s re-mappable colors will be shown in that house’s color, if not noted otherwise. Defaults to invoker.
Note
If you are creating a chain of animations using the
Next=
tag thenMakeInfantry=
goes on the last animation whereasMakeInfantryOwner=
goes on the first animation - that is, the animation that was initially invoked.
Note that this is not a warhead property; it goes on the corresponding animation
entry in artmd.ini
. However, MakeInfantryOwner
only works for
specific animations; namely those invoked by InfDeathAnim
,
DeathAnims
, InfantryExplode
, FlamingInfantry
,
InfantryElectrocuted
, InfantryHeadPop
, InfantryNuked
,
InfantryVirus
, InfantryMutate
, InfantryBrute
, and map
triggers. The default MakeInfantryOwner
is invoker, which
corresponds to a different player depending on the animation.
- For
InfDeathAnim
,InfantryVirus
andInfantryMutate
, invoker represents killer (the owner of the killing unit). ForInfantryVirus
on aNotHuman=no
victim, the remappable colors are not used. If you want them, use killer explicitly. - For
InfantryExplode
,FlamingInfantry
,InfantryElectrocuted
,InfantryHeadPop
,InfantryNuked
, andInfantryBrute
, invoker represents the neutral house with the remappable colors not being used. If you want the remapped colors, you have to use neutral explicitly. - For
DeathAnims
, invoker represents victim (the owner of the dying unit). - For map triggers, invoker, killer and victim all represent the house that is considered to be the owner of the trigger.
random will pick a random player from all players in the game, including the houses available as neutral, special and civilian.
Note
Like InfDeath=9
, mutation animations will be rendered in the
unit palette with remap colors instead of anim.pal
, if not noted
otherwise.
New in version 0.1.
Changed in version 0.7.