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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

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: 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

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)