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WalkRate: Difference between revisions
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{{Flag | {{Flag | ||
|name=WalkRate | |name=WalkRate | ||
|files={{Categ|ini=rules}}. | |files={{Categ|ini=rules}}. | ||
|values=integer | |values={{Values|integer}} | ||
|default=1 | |default=1 | ||
|types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}} | |types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}} |
Revision as of 00:57, 25 January 2025
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Flag: | WalkRate |
File(s): | rules(md).ini. |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 1 |
Applicable to: | InfantryTypes ,VehicleTypes ,AircraftTypes |
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.
Bugs/Side-Effects/Unexpected Limitations
- If WalkRate=0 you will get IE ;for Ra2 IE=004C931E for YR IE=004DA90E(Now I can use values less than 0 Testid123).