When a unit is moving,
WalkRate is used to control the unit’s animation,
when it is idle,
IdleRate is used. A unit counted as idle if it wasn’t
moving, which also included taking off, landing and hovering, and thus
helicopter style units would not play their rotor animation even if they clearly
were in air. Ares adds a new tag for this situation.
[TechnoType]►AirRate=(integer - number of frames)
- If higher than 0, defines after how many frames the unit’s animation
is to be advanced to the next frame when the unit is in air.
AirRatetakes precedence over
IdleRate. 0 disables
AirRate. Defaults to 0.
New in version 0.6.