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Customizable infantry sequence rates - #2376

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DeathFishAtEase:SequenceSpeed
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Customizable infantry sequence rates#2376
DeathFishAtEase wants to merge 5 commits into
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DeathFishAtEase:SequenceSpeed

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What kind of change is this?

  • 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:

[AudioVisual]
Sequence.Ready.DefaultRate=0                   ; integer
Sequence.Ready.DefaultNormalized=no            ; boolean
Sequence.Guard.DefaultRate=0                   ; integer
Sequence.Guard.DefaultNormalized=no            ; boolean
Sequence.Prone.DefaultRate=6                   ; integer
Sequence.Prone.DefaultNormalized=no            ; boolean
Sequence.Walk.DefaultRate=3                    ; integer
Sequence.Walk.DefaultNormalized=no             ; boolean
Sequence.FireUp.DefaultRate=1                  ; integer
Sequence.FireUp.DefaultNormalized=no           ; boolean
Sequence.Down.DefaultRate=1                    ; integer
Sequence.Down.DefaultNormalized=no             ; boolean
Sequence.Crawl.DefaultRate=1                   ; integer
Sequence.Crawl.DefaultNormalized=no            ; boolean
Sequence.Up.DefaultRate=1                      ; integer
Sequence.Up.DefaultNormalized=no               ; boolean
Sequence.FireProne.DefaultRate=1               ; integer
Sequence.FireProne.DefaultNormalized=no        ; boolean
Sequence.Idle1.DefaultRate=3                   ; integer
Sequence.Idle1.DefaultNormalized=yes           ; boolean
Sequence.Idle2.DefaultRate=3                   ; integer
Sequence.Idle2.DefaultNormalized=yes           ; boolean
Sequence.Die1.DefaultRate=1                    ; integer
Sequence.Die1.DefaultNormalized=no             ; boolean
Sequence.Die2.DefaultRate=1                    ; integer
Sequence.Die2.DefaultNormalized=no             ; boolean
Sequence.Die3.DefaultRate=1                    ; integer
Sequence.Die3.DefaultNormalized=no             ; boolean
Sequence.Die4.DefaultRate=1                    ; integer
Sequence.Die4.DefaultNormalized=no             ; boolean
Sequence.Die5.DefaultRate=1                    ; integer
Sequence.Die5.DefaultNormalized=no             ; boolean
Sequence.Tread.DefaultRate=3                   ; integer
Sequence.Tread.DefaultNormalized=no            ; boolean
Sequence.Swim.DefaultRate=1                    ; integer
Sequence.Swim.DefaultNormalized=no             ; boolean
Sequence.WetIdle1.DefaultRate=3                ; integer
Sequence.WetIdle1.DefaultNormalized=yes        ; boolean
Sequence.WetIdle2.DefaultRate=3                ; integer
Sequence.WetIdle2.DefaultNormalized=yes        ; boolean
Sequence.WetDie1.DefaultRate=1                 ; integer
Sequence.WetDie1.DefaultNormalized=no          ; boolean
Sequence.WetDie2.DefaultRate=1                 ; integer
Sequence.WetDie2.DefaultNormalized=no          ; boolean
Sequence.WetAttack.DefaultRate=1               ; integer
Sequence.WetAttack.DefaultNormalized=no        ; boolean
Sequence.Hover.DefaultRate=2                   ; integer
Sequence.Hover.DefaultNormalized=yes           ; boolean
Sequence.Fly.DefaultRate=1                     ; integer
Sequence.Fly.DefaultNormalized=no              ; boolean
Sequence.Tumble.DefaultRate=1                  ; integer
Sequence.Tumble.DefaultNormalized=no           ; boolean
Sequence.FireFly.DefaultRate=1                 ; integer
Sequence.FireFly.DefaultNormalized=no          ; boolean
Sequence.Deploy.DefaultRate=1                  ; integer
Sequence.Deploy.DefaultNormalized=no           ; boolean
Sequence.Deployed.DefaultRate=1                ; integer
Sequence.Deployed.DefaultNormalized=no         ; boolean
Sequence.DeployedFire.DefaultRate=1            ; integer
Sequence.DeployedFire.DefaultNormalized=no     ; boolean
Sequence.DeployedIdle.DefaultRate=1            ; integer
Sequence.DeployedIdle.DefaultNormalized=no     ; boolean
Sequence.Undeploy.DefaultRate=1                ; integer
Sequence.Undeploy.DefaultNormalized=no         ; boolean
Sequence.Cheer.DefaultRate=3                   ; integer
Sequence.Cheer.DefaultNormalized=yes           ; boolean
Sequence.Paradrop.DefaultRate=1                ; integer
Sequence.Paradrop.DefaultNormalized=no         ; boolean
Sequence.AirDeathStart.DefaultRate=3           ; integer
Sequence.AirDeathStart.DefaultNormalized=no    ; boolean
Sequence.AirDeathFalling.DefaultRate=1         ; integer
Sequence.AirDeathFalling.DefaultNormalized=no  ; boolean
Sequence.AirDeathFinish.DefaultRate=3          ; integer
Sequence.AirDeathFinish.DefaultNormalized=no   ; boolean
Sequence.Panic.DefaultRate=4                   ; integer
Sequence.Panic.DefaultNormalized=no            ; boolean
Sequence.Shovel.DefaultRate=6                  ; integer
Sequence.Shovel.DefaultNormalized=no           ; boolean
Sequence.Carry.DefaultRate=3                   ; integer
Sequence.Carry.DefaultNormalized=no            ; boolean
Sequence.SecondaryFire.DefaultRate=1           ; integer
Sequence.SecondaryFire.DefaultNormalized=no    ; boolean
Sequence.SecondaryProne.DefaultRate=1          ; integer
Sequence.SecondaryProne.DefaultNormalized=no   ; boolean

In artmd.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.).

@DeathFishAtEase DeathFishAtEase self-assigned this Aug 29, 2026
@DeathFishAtEase DeathFishAtEase added ❓New feature Needs testing ⚙️T1 T1 maintainer review is sufficient ❓Unhardcoding / Customization Make something more tweakable labels Aug 29, 2026
@phoboscn-bot

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To Chinese users:
This pull request has been mentioned on Phobos CN. There might be relevant details there:

致中文用户:
此拉取请求已在 Phobos CN 上被提及。那里可能有相关详细信息:

https://www.phoboscn.top/t/topic/748/1

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github-actions Bot commented Aug 29, 2026

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Nightly build for this pull request:

This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.

@DeathFishAtEase

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Tested by: https://www.phoboscn.top/t/topic/748/2?u=noble_fish

image

[GuardianGISequence]
Ready=204,6,6
ReadyRate=1
WalkRate=0

image

[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

Comment on lines +831 to +925
In `rulesmd.ini`:
```ini
[AudioVisual]
Sequence.Ready.DefaultRate=0 ; integer
Sequence.Ready.DefaultNormalized=no ; boolean
Sequence.Guard.DefaultRate=0 ; integer
Sequence.Guard.DefaultNormalized=no ; boolean
Sequence.Prone.DefaultRate=6 ; integer
Sequence.Prone.DefaultNormalized=no ; boolean
Sequence.Walk.DefaultRate=3 ; integer
Sequence.Walk.DefaultNormalized=no ; boolean
Sequence.FireUp.DefaultRate=1 ; integer
Sequence.FireUp.DefaultNormalized=no ; boolean
Sequence.Down.DefaultRate=1 ; integer
Sequence.Down.DefaultNormalized=no ; boolean
Sequence.Crawl.DefaultRate=1 ; integer
Sequence.Crawl.DefaultNormalized=no ; boolean
Sequence.Up.DefaultRate=1 ; integer
Sequence.Up.DefaultNormalized=no ; boolean
Sequence.FireProne.DefaultRate=1 ; integer
Sequence.FireProne.DefaultNormalized=no ; boolean
Sequence.Idle1.DefaultRate=3 ; integer
Sequence.Idle1.DefaultNormalized=yes ; boolean
Sequence.Idle2.DefaultRate=3 ; integer
Sequence.Idle2.DefaultNormalized=yes ; boolean
Sequence.Die1.DefaultRate=1 ; integer
Sequence.Die1.DefaultNormalized=no ; boolean
Sequence.Die2.DefaultRate=1 ; integer
Sequence.Die2.DefaultNormalized=no ; boolean
Sequence.Die3.DefaultRate=1 ; integer
Sequence.Die3.DefaultNormalized=no ; boolean
Sequence.Die4.DefaultRate=1 ; integer
Sequence.Die4.DefaultNormalized=no ; boolean
Sequence.Die5.DefaultRate=1 ; integer
Sequence.Die5.DefaultNormalized=no ; boolean
Sequence.Tread.DefaultRate=3 ; integer
Sequence.Tread.DefaultNormalized=no ; boolean
Sequence.Swim.DefaultRate=1 ; integer
Sequence.Swim.DefaultNormalized=no ; boolean
Sequence.WetIdle1.DefaultRate=3 ; integer
Sequence.WetIdle1.DefaultNormalized=yes ; boolean
Sequence.WetIdle2.DefaultRate=3 ; integer
Sequence.WetIdle2.DefaultNormalized=yes ; boolean
Sequence.WetDie1.DefaultRate=1 ; integer
Sequence.WetDie1.DefaultNormalized=no ; boolean
Sequence.WetDie2.DefaultRate=1 ; integer
Sequence.WetDie2.DefaultNormalized=no ; boolean
Sequence.WetAttack.DefaultRate=1 ; integer
Sequence.WetAttack.DefaultNormalized=no ; boolean
Sequence.Hover.DefaultRate=2 ; integer
Sequence.Hover.DefaultNormalized=yes ; boolean
Sequence.Fly.DefaultRate=1 ; integer
Sequence.Fly.DefaultNormalized=no ; boolean
Sequence.Tumble.DefaultRate=1 ; integer
Sequence.Tumble.DefaultNormalized=no ; boolean
Sequence.FireFly.DefaultRate=1 ; integer
Sequence.FireFly.DefaultNormalized=no ; boolean
Sequence.Deploy.DefaultRate=1 ; integer
Sequence.Deploy.DefaultNormalized=no ; boolean
Sequence.Deployed.DefaultRate=1 ; integer
Sequence.Deployed.DefaultNormalized=no ; boolean
Sequence.DeployedFire.DefaultRate=1 ; integer
Sequence.DeployedFire.DefaultNormalized=no ; boolean
Sequence.DeployedIdle.DefaultRate=1 ; integer
Sequence.DeployedIdle.DefaultNormalized=no ; boolean
Sequence.Undeploy.DefaultRate=1 ; integer
Sequence.Undeploy.DefaultNormalized=no ; boolean
Sequence.Cheer.DefaultRate=3 ; integer
Sequence.Cheer.DefaultNormalized=yes ; boolean
Sequence.Paradrop.DefaultRate=1 ; integer
Sequence.Paradrop.DefaultNormalized=no ; boolean
Sequence.AirDeathStart.DefaultRate=3 ; integer
Sequence.AirDeathStart.DefaultNormalized=no ; boolean
Sequence.AirDeathFalling.DefaultRate=1 ; integer
Sequence.AirDeathFalling.DefaultNormalized=no ; boolean
Sequence.AirDeathFinish.DefaultRate=3 ; integer
Sequence.AirDeathFinish.DefaultNormalized=no ; boolean
Sequence.Panic.DefaultRate=4 ; integer
Sequence.Panic.DefaultNormalized=no ; boolean
Sequence.Shovel.DefaultRate=6 ; integer
Sequence.Shovel.DefaultNormalized=no ; boolean
Sequence.Carry.DefaultRate=3 ; integer
Sequence.Carry.DefaultNormalized=no ; boolean
Sequence.SecondaryFire.DefaultRate=1 ; integer
Sequence.SecondaryFire.DefaultNormalized=no ; boolean
Sequence.SecondaryProne.DefaultRate=1 ; integer
Sequence.SecondaryProne.DefaultNormalized=no ; boolean
```

In `artmd.ini`:
```ini
[SEQUENCE] ; Sequence
<Sequence>Rate= ; integer, defaults to [AudioVisual] -> Sequence.<Sequence>.DefaultRate
<Sequence>Normalized= ; boolean, defaults to [AudioVisual] -> Sequence.<Sequence>.DefaultNormalized
```

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I don't think it's necessary to list them.

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Explicitly listing the default values from vanilla can, at a very small cost (number of lines), give users an understanding of vanilla behavior and let them know the baseline they should use when they want to adjust based on vanilla behavior. I think this is quite cost-effective.

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The default values should probably be listed in some manner but I do wonder if this is the best formatting for that, it isn't particularly easy to read either. A some kind of table might be more legible.

@DeathFishAtEase DeathFishAtEase Aug 30, 2026

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@TaranDahl @Starkku What do you think of it now? I wrapped a table with a default-collapsed dropdowns.

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4 participants