Customizable infantry sequence rates - #2376
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Tested by: https://www.phoboscn.top/t/topic/748/2?u=noble_fish [GuardianGISequence]
Ready=204,6,6
ReadyRate=1
WalkRate=0[SealSequence]
Ready=340,6,6;0,1,1
Guard=340,6,6;0,1,1
[TanyaSequence]
Ready=410,6,6;0,1,1
Guard=410,6,6;0,1,1
ReadyRate=3
GuardRate=3
TreadRate=0
CheerNormalized=no |
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## What kind of change is this?
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which of the changelog, docs and credits checks should run, and which
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- [X] **New feature, vanilla bugfix or enhancement of a released
feature** - changelog, docs and credits entries are needed.
- [ ] **Improvement to a new (unreleased) feature** - docs and credits
entries are needed; no changelog entry (`Skip Changelog`).
- [ ] **Bugfix to a new (unreleased) feature** - credits entry is
needed; no changelog or docs entries (`Skip Changelog`, `Skip Docs`).
- [ ] **Bugfix to an old (released) feature** - changelog and credits
entries are needed; no docs entry (`Skip Docs`).
- [ ] **Completely minor change (e.g. a typo fix)** - no entries are
needed (`Skip Changelog`, `Skip Docs`, `Skip Credits`).
## Description
In vanilla, the number of game frames each animation frame of the
infantry sequence stays (i.e., its playback rate) is hardcoded. Now it
can be customized for each sequence in each infantry's sequence section.
- `<Sequence>Rate` defines the number of game logic frames that 1
animation frame stays; 0 means still, for example, the `Ready` and
`Guard` sequences in vanilla are still.
- `<Sequence>Normalized` defines whether the playback rate is affected
by game speed, for example, the `Idle1`, `Idle2`, `WetIdle1`,
`WetIdle2`, `Hover`, and `Cheer` sequences in vanilla are affected by
game speed.
```{note}
The effective rate of a normalized sequence is `rate` adjusted by the game speed:
- `rate < 5`: from the table below (`rate` row, `GameSpeed` column).
- `rate >= 5`: `rate * 8 / (GameSpeed + 1)`.
| Rate \ GameSpeed | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
| ---------------- | - | - | - | - | - | - | - |
| 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 |
| 2 | 3 | 3 | 3 | 2 | 2 | 2 | 1 |
| 3 | 5 | 4 | 4 | 3 | 3 | 2 | 2 |
| 4 | 7 | 6 | 5 | 4 | 4 | 4 | 3 |
`GameSpeed` goes from `0` (fastest) to `6` (slowest).
```
In `rulesmd.ini`:
```ini
[AudioVisual]
Sequence.<Sequence>.DefaultRate=0 ; integer
Sequence.<Sequence>.DefaultNormalized=no ; boolean
```
```{dropdown} Default value table
| Name | DefaultRate | Normalized |
|-----------------|-------------|------------|
| Ready | 0 | false |
| Guard | 0 | false |
| Prone | 6 | false |
| Walk | 3 | false |
| FireUp | 1 | false |
| Down | 1 | false |
| Crawl | 1 | false |
| Up | 1 | false |
| FireProne | 1 | false |
| Idle1 | 3 | true |
| Idle2 | 3 | true |
| Die1 | 1 | false |
| Die2 | 1 | false |
| Die3 | 1 | false |
| Die4 | 1 | false |
| Die5 | 1 | false |
| Tread | 3 | false |
| Swim | 1 | false |
| WetIdle1 | 3 | true |
| WetIdle2 | 3 | true |
| WetDie1 | 1 | false |
| WetDie2 | 1 | false |
| WetAttack | 1 | false |
| Hover | 2 | true |
| Fly | 1 | false |
| Tumble | 1 | false |
| FireFly | 1 | false |
| Deploy | 1 | false |
| Deployed | 1 | false |
| DeployedFire | 1 | false |
| DeployedIdle | 1 | false |
| Undeploy | 1 | false |
| Cheer | 3 | true |
| Paradrop | 1 | false |
| AirDeathStart | 3 | false |
| AirDeathFalling | 1 | false |
| AirDeathFinish | 3 | false |
| Panic | 4 | false |
| Shovel | 6 | false |
| Carry | 3 | false |
| SecondaryFire | 1 | false |
| SecondaryProne | 1 | false |
```
In `artmd.ini`:
```ini
[SEQUENCE] ; Sequence
<Sequence>Rate= ; integer, defaults to [AudioVisual] -> Sequence.<Sequence>.DefaultRate
<Sequence>Normalized= ; boolean, defaults to [AudioVisual] -> Sequence.<Sequence>.DefaultNormalized
```
> [!Tip]
> The naming of each infantry flag is aligned with `[Sequence] ->
<Sequence>Sounds= (List of sound entries)` (Vanilla flag. It is
concatenated by `<Sequence>` and the suffix `Sounds`, so the full string
is not stored in `gamemd.exe`, see `0x523FC4`.).
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What kind of change is this?
Skip Changelog).Skip Changelog,Skip Docs).Skip Docs).Skip Changelog,Skip Docs,Skip Credits).Description
In vanilla, the number of game frames each animation frame of the infantry sequence stays (i.e., its playback rate) is hardcoded. Now it can be customized for each sequence in each infantry's sequence section.
<Sequence>Ratedefines the number of game logic frames that 1 animation frame stays; 0 means still, for example, theReadyandGuardsequences in vanilla are still.<Sequence>Normalizeddefines whether the playback rate is affected by game speed, for example, theIdle1,Idle2,WetIdle1,WetIdle2,Hover, andCheersequences in vanilla are affected by game speed.In
rulesmd.ini:In
artmd.ini:Tip
The naming of each infantry flag is aligned with
[Sequence] -> <Sequence>Sounds= (List of sound entries)(Vanilla flag. It is concatenated by<Sequence>and the suffixSounds, so the full string is not stored ingamemd.exe, see0x523FC4.).