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> | |||
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> | |||
{{Bugs}} | |||
*If '''WalkRate=0''' you will get [[IE]] ;for YR {{f|IE|004DA90E|link}} | |||
Revision as of 18:25, 31 October 2024
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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 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 YR IE=004DA90E





