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IdleRate: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Specifies the units idle animation rate (defaults to a value of '1') and is used on SHP based units only (VXL based units do not need this). Does not apply to InfantryTypes. Larger values mean slower.
|name=IdleRate
|files={{Categ|ini=rules}}.
|values=integer
|default=0
|types={{Categ|TechnoTypes}}
|ts=yes
|fs=yes
|ra2=yes
|yr=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.
 
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.

Revision as of 18:08, 11 March 2014

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.