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IdleRate: Difference between revisions

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{{Flag
{{Flag
|name=IdleRate
|name=IdleRate
|files={{Categ|ini=rules}}.
|files={{Categ|ini=rules}}
|values=integer
|values={{Values|integer}}
|default=0
|default=0
|types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}}
|types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}}

Revision as of 00:58, 25 January 2025

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Flag: IdleRate
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: InfantryTypes ,VehicleTypes ,AircraftTypes


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)

Note

  • The IdleRate tag doesn't produce the same results as the IdleActionFrequency tag (unfortunately Westwood didn't think of this).