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Difference between revisions of "IdleRate"

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{{DeeZireInclusion}}<br />
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{{Flag
Specifies the units idle animation rate (defaults to a value of '1') and is used on SHP based units only (VXL based units do not need this). Does not apply to InfantryTypes. Larger values mean slower.
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|name=IdleRate
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|files={{Categ|ini=rules}}.
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|values=integer
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|default=0
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|types={{Categ|TechnoTypes}}
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|ts=no
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|fs=no
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|ra2=yes
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|yr=yes
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|ares=yes
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}}
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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.
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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.

Latest revision as of 11:19, 14 October 2017

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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.