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AttackInterval: Difference between revisions

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Crimsonum (talk | contribs)
Removed duplicate info and did some minor formatting improvements.
 
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{{Flag
{{Flag
|files={{Categ|ini=rules}}
|files={{Categ|ini=rules}}
|values=Floating Point Numbers
|values={{Values|float}}
|types={{Categ|AI}}
|types={{Categ|AI}}
|yr=yes
|yr=yes
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|cs=yes
|cs=yes
|am=yes
|am=yes
|tsobsolete=yes
}}
}}
A delay timer, in minutes, between AI attacks.
A delay timer, in minutes, between AI attacks.


==Red Alert & Expansions==
== In {{ts}} To {{yr}} ==
In Red Alert, and its subsequent expansions, AttackInterval is used as the AI's timer for attacks.
Although parsed, this flag does nothing. The logic has been deprecated in favor of {{f|TeamDelays|link}}.
 
==Tiberian Sun & Red Alert 2==
However, in the later games, Tiberian Sun and Red Alert 2 (and their subsequent expansions), drop this in favor of {{TTL|TeamDelays}}.

Latest revision as of 13:17, 3 April 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: AttackInterval
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Applicable to: AI

Logic related to AttackInterval, as a whole or in part, is obsolete in Tiberian Sun, Red Alert 2 and/or Yuri's Revenge.



A delay timer, in minutes, between AI attacks.

In Tiberian Sun To Yuri's Revenge

Although parsed, this flag does nothing. The logic has been deprecated in favor of TeamDelays.