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Difference between revisions of "AttackDelay"
From ModEnc
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− | {{ | + | {{Flag |
− | The | + | |files={{Categ|ini=rules}} |
+ | |values=Floating Point Numbers | ||
+ | |types={{Categ|AI}} | ||
+ | |yr=yes | ||
+ | |ra2=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ra=yes | ||
+ | |cs=yes | ||
+ | |am=yes | ||
+ | }} | ||
+ | |||
+ | The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow {{TTL|AttackInterval}}. | ||
+ | |||
+ | ==Red Alert & Expansions== | ||
+ | Like {{TTL|AttackInterval}}, Red Alert, and its expansions, uses this value for launching its first attack of the game. | ||
+ | |||
+ | ==Tiberian Sun & Red Alert 2== | ||
+ | Also like {{TTL|AttackInterval}}, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of {{TTL|AIHateDelays}}, which assesses which opponent the AI will attack. |
Revision as of 08:31, 20 August 2009
Flag: | AttackDelay |
File(s): | rules(md).ini |
Values: | Floating Point Numbers |
Applicable to: | AI |
The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow Template:TTL.
Red Alert & Expansions
Like Template:TTL, Red Alert, and its expansions, uses this value for launching its first attack of the game.