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IdleRate
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Flag: | IdleRate |
File(s): | rules(md).ini. |
Values: | integer |
Default: | 0 |
Applicable to: | InfantryTypes ,VehicleTypes ,AircraftTypes |
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.
Bugs/Side-Effects/Unexpected Limitations
- IfIdleRate=>0(greater than 0 ) will affect the DisguiseWhenStill=yes tag, causing the image in the DefaultMirageDisguises section to change according to the value set in the IdleRate tag (If the SHP image has multiple frames, it will be animated instead).
- IfIdleRate=>0(greater than 0 ) sound from MoveSound tag of InfantryTypes+VehicleTypes+AircraftTypes will be played according to the sound type assignment.
If it were a sound that played continuously without end(loop), even if InfantryTypes+VehicleTypes+AircraftTypes isn't moving, The sound will always be played.(equivalent to AmbientSound)
If it is the sound is normal Will play 1 time only. (equivalent to CreateSound)
Note
- The IdleRate tag doesn't produce the same results as the IdleActionFrequency tag (unfortunately Westwood didn't think of this).