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Normalized

Rescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight.

Building animation rate

Specification — Building animation rate
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
boolean
When omitted
no

Only a building reads the flag. The first animation state a building takes, and any state set while the scenario is being set up, has the frame delay that state was configured with is rescaled against the game speed setting rather than used as written, so the animation keeps roughly the same rate on the clock however fast or slow the match is running. The exemption applies only where the flag is read. Two other paths — the queued change of animation state, and the restart at the end of a loop — rescale the construction and idle states unconditionally, whatever this flag says.

An aircraft, infantry type, or vehicle stores the flag and never consults it.

Animation rate

Specification — Animation rate
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The animation’s frame delay is rescaled against the game speed setting when the animation starts, so it keeps roughly the same rate on the clock however fast or slow the match is running. The rescaling is applied last: a RandomRate pick is made first, and whichever delay comes out of it is what gets rescaled.

Particle state pacing

Specification — Particle state pacing
Applies to
ParticleType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The particle’s own StateAIAdvance is discarded and recomputed as the particle is created. The engine works out how long the particle needs to reach its target at its current speed, divides that by one more than FinalDamageState, adds one to the result and truncates it to a whole number of frames between state advances — so the particle finishes its damage-state sequence just as it arrives, however far it has to travel.

Voxel animation rate

Specification — Voxel animation rate
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
Used by the game
No — loaded but not used

A voxel animation is stepped by its bounce physics rather than by a frame delay, so there is no rate to rescale and nothing reads the stored flag.