Infantry Sequences
    Submitted by ArgCmdr
  This 
    tutorial will show how an InfantrySequence works and what each parameter means.
    
    First off lets take a look at the unit we will use as example, the GI. You 
    will notice than its section in art.ini says:
    Sequence=GISequene
    
    That tag signals the SHP unit uses a sequence referred below. Browsing more 
    into the file, you will find the code group for the Sequence
    
    [GISequence] ; section name (should be same as specified in Sequence= tag)
    Ready=0,1,1 ; while ready
    Guard=0,1,1 ; while in guard state
    Prone=86,1,6 ; while prone
    Walk=8,6,6 ; walking
    FireUp=164,6,6 ; firing when standing up
    Down=260,2,2 ; transition from standing up to prone
    Crawl=86,6,6 ; cawling 
    Up=276,2,2 ; transition from prone to standing up
    FireProne=212,6,6 ; firing while prone
    Idle1=56,15,0,S ; special anim, played while unit has no orders
    Idle2=71,15,0,E ; special anim 2, played while unit has no orders
    Die1=134,15,0 ; Death by bullets
    Die2=149,15,0 ; eath by explosion
    Die3=0,1,1 ; AltDeath (usually not used anymore)
    Die4=0,1,1 ; Death by Concussion (not used anymore)
    Die5=0,1,1 ; Death by Fire (not used anymore)
    Deploy=300,15,0 ; when deploying (optional, only if unit deploys)
    Deployed=292,1,1 ; when deployed (only if unit deploys)
    DeployedFire=315,6,6 ; fire when deployed (only if deplyable)
    DeployedIdle=0,0,0 ; special anim when no rders and deployed (only if deployed, 
    and mostly unused)
    Undeploy=276,2,2 ; undeploy
    Paradrop=363,1,0 ; paratroop (frame for paradrops)
    Cheer=364,8,0,E ; cheer anim
    Panic=8,6,6 ; panic anim
  Numbers 
    are : A,B,C. A is the frame number in the SHP file in which action starts. 
    B is the number of frames the animation lasts for each facing. If its 0, animation 
    is unexistant. C is the number of facings it has after the first one and before 
    the last one. Theres a letter after some of the tag, that represents the direction 
    the infantry should point to after playing that anim (isometrically). There 
    are tags in here that are not present in other infantry due to the functions 
    the different infantries may have.
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