WalkRate: Difference between revisions
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{{ | {{Flag | ||
Specifies the units | |name=WalkRate | ||
|files={{Categ|ini=rules}}. | |||
|values=integer | |||
|default=1 | |||
|types={{Categ|TechnoTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
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. Can be specified for both SHP based and voxel based units. | |||
The animation also plays with this rate when a {{f|HoverAttack|link}} 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 {{f|Temporal|link}} weapons, or when attacked by {{f|IsLocomotor|link}} weapons. | |||
Revision as of 20:04, 11 March 2014
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| Flag: | WalkRate |
| File(s): | rules(md).ini. |
| Values: | integer |
| 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. 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.





