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
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.
If you are creating a chain of animations using the
MakeInfantry=goes on the last animation whereas
MakeInfantryOwner=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
MakeInfantryOwner only works for
specific animations; namely those invoked by
InfantryBrute, and map
triggers. The default
MakeInfantryOwner is invoker, which
corresponds to a different player depending on the animation.
InfantryMutate, invoker represents killer (the owner of the killing unit). For
NotHuman=novictim, the remappable colors are not used. If you want them, use killer explicitly.
InfantryBrute, invoker represents the neutral house with the remappable colors not being used. If you want the remapped colors, you have to use neutral explicitly.
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.
InfDeath=9, mutation animations will be rendered in the
unit palette with remap colors instead of
anim.pal, if not noted
New in version 0.1.
Changed in version 0.7.