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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>


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

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