Rate
An animation's playback rate in frames per minute, or a mission's servicing delay in fractions of a minute.
Playback rate
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
- UnchangedThe read treats -1 as absent, keeping whatever frame delay the type already stores.
Read as frames per minute; -1, the read default, is treated as absent, positive values store TICKS_PER_MINUTE / value as the frame delay, and zero or below stores no delay.
The value is the animation’s playback rate in frames of the animation per minute of game time: the engine stores 900 divided by it, in whole numbers, as the wait between one animation frame and the next. Rate=900 advances every game frame, Rate=450 every second one, and a value of 0 or below stores no wait at all.
Mission servicing delay
- Applies to
- mission behavior
- File
rules.ini- Section
[<Mission name>]- Value
- floating point
- When omitted
.016
AARate in the same section falls back to this value when absent or zero.
The value is the fraction of a minute a mission waits between one servicing pass and the next, read from the mission’s own rules section — [Sleep], [Guard], [Repair] and the rest — and multiplied out to 14 frames at the default. An idle service building counts its work in these passes; an armory’s promotion clock is the visible case.
AARate in the same section is the anti-aircraft counterpart, and it falls back to this value when it is absent or zero.