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Difference between revisions of "TeamDelays"
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− | {{ | + | {{Flag |
− | + | |name={{PAGENAME}} | |
+ | |files={{Categ|ini=rules}} | ||
+ | |types={{Categ|General}} | ||
+ | |values={{values|intlist}} | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |hp=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |ares=yes | ||
+ | }} | ||
+ | |||
+ | Specifies the intervals, in [[frames]], between the [[AI]] checking for and creating [[TeamTypes|AI teams]]. The available teams and their preconditions are controlled by [[AI triggers]]. Listed by AI difficulty level: [[Easy|Hard/Brutal]], [[Normal|Normal/Medium]], [[Difficult|Easy]]. | ||
+ | |||
+ | On each check, the AI goes through the list of available AI triggers and selects the appropriate team(s) to build, if any. This is subject to a number of factors like {{f|TotalAITeamCap|link}}, available [[credits]], etc. | ||
+ | |||
+ | == Notes == | ||
+ | When AI triggers are first enabled in a [[scenario]], either automatically (in skirmish/multiplayer) or by the [[Actions_(maps)|map trigger action #74 {{tt|AI triggers begin...}}]] (in [[Mission|mission maps]]), it takes this amount of time before the AI starts to actually produce any teams. If you are building a mission map and want the AI to build teams immediately following some event, you can use the [[Actions_(maps)|trigger action #4 {{tt|Create Team...}}]] to make the AI build specific teams until the AI team production kicks in. |
Latest revision as of 10:18, 11 June 2024
Flag: | TeamDelays |
File(s): | rules(md).ini |
Values: | Comma-separated list of integers. |
Applicable to: | General |
Specifies the intervals, in frames, between the AI checking for and creating AI teams. The available teams and their preconditions are controlled by AI triggers. Listed by AI difficulty level: Hard/Brutal, Normal/Medium, Easy.
On each check, the AI goes through the list of available AI triggers and selects the appropriate team(s) to build, if any. This is subject to a number of factors like TotalAITeamCap, available credits, etc.