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WalkRate: Difference between revisions
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|values=integer | |values=integer | ||
|default=1 | |default=1 | ||
|types={{Categ| | |types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}} | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
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{{Bugs}} | {{Bugs}} | ||
*If '''WalkRate=0''' you will get [[IE]] ;for YR {{f|IE|004DA90E|link}} | *If '''WalkRate=0''' you will get [[IE]] ;for Ra2 {{f|IE|004C931E|link}} for YR {{f|IE|004DA90E|link}} |
Latest revision as of 10:54, 1 November 2024
Flag: | WalkRate |
File(s): | rules(md).ini. |
Values: | integer |
Default: | 1 |
Applicable to: | InfantryTypes ,VehicleTypes ,AircraftTypes |
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. Cannot be 0 or lower. Can be specified for both SHP based and voxel based units.
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.
Bugs/Side-Effects/Unexpected Limitations
- If WalkRate=0 you will get IE ;for Ra2 IE=004C931E for YR IE=004DA90E