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RandomLoopDelay

The bounds, in game frames, of the pause inserted between one pass of a looping animation and the next.

Specification
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=yes animation sets off the Tiberium beneath it again.
  • If its largest frame is frame 0 of its shape, its Scorch, Crater and Flamer effects 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.