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WalkRate
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| Flag: | WalkRate |
| File(s): | rules(md).ini. |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | 1 |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Specifies the animation rate for moving units and defines after how many frames the animation advances to the next frame. Larger values mean slower playback. Can be specified for both SHP based and voxel based units.
Notes
The animation also plays with this rate when a HoverAttack VehicleType has a target and it isn't deployed.
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.
If a negative value is used, the absolute value will be taken instead.
Bugs/Side-Effects/Unexpected Limitations
If WalkRate=0 you will get an internal error: EIP 004C931E in RA2, EIP 004DA90E in YR.
- If you want to prevent the sequence from playing during a walk, it needs to be set to a very high value, not 0.
See Also
- IdleRate
- DeployToLand
- AirRate (Ares Only)