ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

WalkRate: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
No edit summary
Line 11: Line 11:
}}
}}


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. Can be specified for both SHP based and voxel based units.
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 <tt>0</tt> or lower. Can be specified for both SHP based and voxel based units.


The animation also plays with this rate when a {{f|HoverAttack|link}} VehicleType has a target and it isn't deployed.
The animation also plays with this rate when a {{f|HoverAttack|link}} 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 {{f|Temporal|link}} weapons, or when attacked by {{f|IsLocomotor|link}} weapons.
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 18:07, 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: WalkRate
File(s): rules(md).ini.
Values: integer
Default: 1
Applicable to: TechnoTypes


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.