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IdleRate: Difference between revisions
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|values=integer | |values=integer | ||
|default=0 | |default=0 | ||
|types={{Categ| | |types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}} | ||
|ts=no | |ts=no | ||
|fs=no | |fs=no | ||
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|ares=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. | |||
{{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 | ==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
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.
- 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).