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IdleRate: Difference between revisions
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*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 )''' 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'''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.<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> | If it is the sound is normal Will play 1 time only. (equivalent to [[CreateSound]])<br> |
Revision as of 00:14, 1 November 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.
- 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)