WalkRate: Difference between revisions
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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.<br> | 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.<br> | ||
The animation also plays with this rate when a {{f|HoverAttack|link}} VehicleType has a target and it isn't deployed.<br> | The animation also plays with this rate when a {{f|HoverAttack|link}} VehicleType has a target and it isn't deployed.<br> | ||
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.<br> | 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.<br> | ||
{{Bugs}} | {{Bugs}} | ||
*If '''WalkRate=0''' you will get [[IE]] ;for Ra2 {{f|IE|004C931E|link}} for YR {{f|IE|004DA90E|link}} | *If '''WalkRate=0''' you will get [[IE]] ;for Ra2 {{f|IE|004C931E|link}} for YR {{f|IE|004DA90E|link}}(Now I can use values less than '''0''' [[Testid123]]). | ||
Revision as of 02:56, 25 January 2025
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| Flag: | WalkRate |
| File(s): | rules(md).ini. |
| Values: | integer |
| 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).





