ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

IdleRate

From ModEnc
Revision as of 11:22, 1 November 2024 by Testid123 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
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: 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

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).