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IdleRate: Difference between revisions
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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]] | |||
Revision as of 15:48, 31 October 2024
Flag: | IdleRate |
File(s): | rules(md).ini. |
Values: | integer |
Default: | 0 |
Applicable to: | TechnoTypes |
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.