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Difference between revisions of "IdleRate"
From ModEnc
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− | {{ | + | {{Flag |
− | Specifies the units | + | |name=IdleRate |
+ | |files={{Categ|ini=rules}}. | ||
+ | |values=integer | ||
+ | |default=0 | ||
+ | |types={{Categ|TechnoTypes}} | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | Specifies the animation rate for idle/non-moving units and defines after how many frames the animation advances to the next frame. Larger values mean slower playback. A value of <tt>0</tt> disables idle animation playback. Can be specified for both SHP based and voxel based units. | ||
+ | |||
+ | The animation does not play in case the unit is warping in from a chrono-move or being warped out by {{f|Temporal|link}} weapons, or when attacked by {{f|IsLocomotor|link}} weapons. |
Revision as of 20:08, 11 March 2014
Flag: | IdleRate |
File(s): | rules(md).ini. |
Values: | integer |
Default: | 0 |
Applicable to: | TechnoTypes |
Specifies the animation rate for idle/non-moving units and defines after how many frames the animation advances to the next frame. Larger values mean slower playback. A value of 0 disables idle animation playback. Can be specified for both SHP based and voxel based units.
The animation does not play in case the unit is warping in from a chrono-move or being warped out by Temporal weapons, or when attacked by IsLocomotor weapons.