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Rate

An animation's playback rate in frames per minute, or a mission's servicing delay in fractions of a minute.

Playback rate

Specification — 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.
Parse behavior

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

Specification — Mission servicing delay
Applies to
mission behavior
File
rules.ini
Section
[<Mission name>]
Value
floating point
When omitted
.016
Parse behavior

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.

See alsorepair