RandomLoopDelay
The bounds, in game frames, of the pause inserted between one pass of a looping animation and the next.
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- point (x,y)
- When omitted
0,0
Each time a looping animation finishes a pass and starts the next, it pauses for a random number of game frames between the two bounds. The bounds may be written in either order. Fifteen game frames make one second of game time, so RandomLoopDelay=10,300 pauses for between two thirds of a second and twenty seconds.
The pause comes only between passes, so the animation needs more than one pass, normally a LoopCount above 1. With both bounds at 0, the animation loops without a pause.
While paused, the animation does not advance and is not drawn.
When the pause ends, the animation repeats the effects it had when it first started:
- Its
Report=sound plays again. - A
TiberiumChainReaction=yesanimation sets off the Tiberium beneath it again. - If its largest frame is frame 0 of its shape, its
Scorch,CraterandFlamereffects run again. A new scorch mark or crater appears only on a cell with no smudge yet, so a stationary animation leaves one mark.
Animations placed by the Play Anim At and Drop Zone Flare trigger actions skip the sound and the chain reaction.
A pass followed by no pause, including a pick of 0, repeats none of these effects. A pause is therefore how a looping animation plays its sound once per pass.
Write both numbers. A value with only one number is ignored.