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Difference between revisions of "AttackDelay"
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− | The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow {{ | + | The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow {{f|AttackInterval|link}}. |
==Red Alert & Expansions== | ==Red Alert & Expansions== | ||
− | Like {{ | + | Like {{f|AttackInterval|link}}, Red Alert, and its expansions, uses this value for launching its first attack of the game. |
==Tiberian Sun & Red Alert 2== | ==Tiberian Sun & Red Alert 2== | ||
− | Also like {{ | + | Also like {{f|AttackInterval|link}}, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of {{f|AIHateDelays|link}}, which assesses which opponent the AI will attack. |
Revision as of 09:26, 27 November 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 AttackInterval.
Red Alert & Expansions
Like AttackInterval, Red Alert, and its expansions, uses this value for launching its first attack of the game.