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Difference between revisions of "AirstripRatio"
From ModEnc
Line 1: | Line 1: | ||
− | {{ | + | {{Flag |
− | + | |files={{Categ|ini=rules}} | |
+ | |values=unsigned floats | ||
+ | |default=.12 | ||
+ | |types=AI Controls | ||
+ | |ra=yes | ||
+ | |cs=yes | ||
+ | |am=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | In Red Alert 1 this determines ratio of base that should be composed of Air Fields [AFLD]. | ||
+ | |||
+ | In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the ratio of base that should be composed Airstrips. |
Revision as of 03:32, 9 August 2011
Flag: | AirstripRatio |
File(s): | rules(md).ini |
Values: | unsigned floats |
Default: | .12 |
Applicable to: | AI Controls |
In Red Alert 1 this determines ratio of base that should be composed of Air Fields [AFLD].
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the ratio of base that should be composed Airstrips.