IdleActionFrequency
Base interval, in minutes, between one infantryman's idle actions.
- Applies to
- global rules
- File
rules.ini- Section
[AudioVisual]- Value
- floating point
- When omitted
.083
[AudioVisual]IdleActionFrequency=.15 ; the stock value, a wait of 4.5 to 18 secondsAfter each idle action, an infantryman waits a random time between half this value and twice it before the next one. The value is in minutes. At 15 frames a second, the default .083 gives a wait of between about two and a half and ten seconds. The setting applies to all infantry; lowering it makes every infantryman idle more often.
The wait is a minimum. When it has passed, the infantryman idles at the next check of its guard, hunt or area guard mission, and only if all of these hold:
- it is standing in its guard or ready stance;
- it is not moving, firing or prone;
- it has no target nearby.
Each idle action is one of eleven equally likely outcomes. The animations are the Idle1 and Idle2 entries of the infantry type’s Sequence.
| Outcomes | Action |
|---|---|
| 3 | Plays the Idle1 animation. |
| 3 | Plays the Idle2 animation and turns to a random facing. |
| 4 | Turns to a random facing. |
| 1 | Does nothing. |
On an Idle2 outcome, an infantryman the player owns and has not selected has a one-in-three chance to play the first sound in its VoiceComment list.
A computer-owned Fraidycat=yes infantryman also scatters. It scatters in place of the idle action while it is frightened, and on one of the four turning outcomes otherwise.
Vehicles, aircraft and structures have no idle actions.