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 remappable 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.