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WalkRate: Difference between revisions

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Testid123 (talk | contribs)
mNo edit summary
Crimsonum (talk | contribs)
Despite having no practical effect on building types, this flag is defined on techno type level. Reverted.
Tag: Undo
Line 4: Line 4:
|values={{Values|integer}}
|values={{Values|integer}}
|default=1
|default=1
|types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}}
|types={{Categ|TechnoTypes}}
|ts=yes
|ts=yes
|fs=yes
|fs=yes

Revision as of 11:52, 25 January 2025

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: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
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.

Bugs/Side-Effects/Unexpected Limitations