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How it really works |
m Better phrasing. |
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Line 23: | Line 23: | ||
Some further examples: | Some further examples: | ||
* {{f|Rate|900}} → 900 / 900 = 1 → | * {{f|Rate|900}} → 900 / 900 = 1 → advance the animation by 1 frame at every tick. | ||
* {{f|Rate|350}} → 900 / 350 ≈ 2 → | * {{f|Rate|350}} → 900 / 350 ≈ 2 → advance the animation by 1 frame every 2 ticks. | ||
* {{f|Rate|60}} → 900 / 60 = 15 → | * {{f|Rate|60}} → 900 / 60 = 15 → advance the animation by 1 frame every 15 ticks. | ||
* {{f|Rate|1}} → 900 / 1 = 900 → | * {{f|Rate|1}} → 900 / 1 = 900 → advance the animation by 1 frame every 900 ticks. | ||
and so on. | and so on. | ||
Revision as of 21:12, 29 January 2025
On Animations
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Flag: | Rate |
File(s): | Art(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Special Values: | -1 |
Default: | 900 |
Applicable to: | Animations |
Determines the speed of this animation by specifying the amount of animation frames to play relative to 900 time frames or 'ticks'. Larger values mean faster animation.
Note: The animation playback rate is determined by dividing 900 with Rate and truncating the result to the nearest integer. For example, an animation with Rate=500 and another with Rate=800 will have the same rate, 1, meaning they will both play at maximum speed (1 animation frame per tick).
900 / 500 = 1.8 → 1 900 / 800 = 1.125 → 1
Some further examples:
- Rate=900 → 900 / 900 = 1 → advance the animation by 1 frame at every tick.
- Rate=350 → 900 / 350 ≈ 2 → advance the animation by 1 frame every 2 ticks.
- Rate=60 → 900 / 60 = 15 → advance the animation by 1 frame every 15 ticks.
- Rate=1 → 900 / 1 = 900 → advance the animation by 1 frame every 900 ticks.
and so on.
See Also
On Mission Control
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Flag: | Rate |
File(s): | Rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Applicable to: | Mission Control |
Specifies the delay, in minutes, between processing this mission. Larger values mean a faster game but less responsiveness from the object while it is carrying out this mission.