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IdleRate: Difference between revisions

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|values=integer
|values=integer
|default=0
|default=0
|types={{Categ|TechnoTypes}}
|types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}}
|ts=yes
|ts=no
|fs=yes
|fs=no
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|ares=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.<br>
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.


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.
{{Bugs}}
*If'''IdleRate=>0(greater than 0 )''' will affect the {{f|DisguiseWhenStill|yes|link}} tag, causing the image in the [[DefaultMirageDisguises]] section to change according to the value set in the '''IdleRate''' tag.<br>[[File:DisguiseWhenStill=yes and IdleRate=1.gif]]<br>
*If'''IdleRate=>0(greater than 0 )''' sound from [[MoveSound]] tag of [[InfantryTypes]]+[[VehicleTypes]]+[[AircraftTypes]] will be played according to the sound type assignment.<br>
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]])<br>
If it is the sound is normal Will play 1 time only. (equivalent to [[CreateSound]])<br>


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.
==Note==
*The '''IdleRate''' tag doesn't produce the same results as the [[IdleActionFrequency]] tag (unfortunately '''Westwood''' didn't think of this).

Latest revision as of 11:22, 1 November 2024

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).