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How it really works
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Determines the speed of this [[animation]] by specifying the amount of animation frames to play relative to 900 [[frames|time frames]]. Larger values mean faster animation.
Determines the speed of this [[animation]] by specifying the amount of animation frames to play relative to 900 [[frames|time frames]] or 'ticks'. Larger values mean faster animation.


Some examples on default game speed (15 FPS):
'''Note''': The animation playback rate is determined by dividing 900 with {{f|Rate}} and truncating the result to the nearest integer. For example, an animation with {{f|Rate|500}} and another with {{f|Rate|800}} will have the same rate, 1, meaning they will both play at maximum speed (1 animation frame per tick).
* {{f|Rate|900}} means play 15 animation frames per second.
 
* {{f|Rate|60}} means play 1 animation frame per second.
900 / 500 = 1.8 → 1
* {{f|Rate|1}} means play 1 animation frame per minute.
900 / 800 = 1.125 → 1
 
Some further examples:
* {{f|Rate|900}} → 900 / 900 = 1 → play 1 animation frame per tick.
* {{f|Rate|350}} → 900 / 350 ≈ 2 → wait 2 ticks before advancing the animation by 1 frame.  
* {{f|Rate|60}} → 900 / 60 = 15 → wait 15 ticks before advancing the animation by 1 frame.  
* {{f|Rate|1}} → 900 / 1 = 900 → wait 900 ticks before advancing the animation by 1 frame.
and so on.
and so on.



Revision as of 23:09, 29 January 2025

On Animations

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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 → play 1 animation frame per tick.
  • Rate=350 → 900 / 350 ≈ 2 → wait 2 ticks before advancing the animation by 1 frame.
  • Rate=60 → 900 / 60 = 15 → wait 15 ticks before advancing the animation by 1 frame.
  • Rate=1 → 900 / 1 = 900 → wait 900 ticks before advancing the animation by 1 frame.

and so on.

See Also

On Mission Control

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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.

See Also