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{{DeeZireInclusion}}<br />
{{Flag
The delays, in frames, before the AI chooses an enemy. Listed by difficulty level Easy, Medium, Brutal.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|General}}
|values={{values|unsigned integers}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
This flag controls the delay, in frames, that the AI will wait before choosing an enemy. Usually this is the closest player not allied to the AI, unless another player attacks the AI first. Although the AI may have multiple enemies, it will focus its attacks entirely on one player at a time. The AI will only switch focus to another player when the previous enemy is defeated, or when another enemy player constantly attacks it.
 
Prior to selecting an enemy, the AI will only build its basedefense teams; after selection it will actively build its whole array of AI trigger teams.
 
The values are listed in order of [[Difficulty_Settings|difficulty]] - Easy (Brutal AI), Medium, Hard (Easy AI).
 
Only applicable in multiplayer. In singleplayer maps, allies and enemies are explicitly designated via [[house]] settings and [[triggers]].

Latest revision as of 21:47, 14 January 2023

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Flag: AIHateDelays
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: General


This flag controls the delay, in frames, that the AI will wait before choosing an enemy. Usually this is the closest player not allied to the AI, unless another player attacks the AI first. Although the AI may have multiple enemies, it will focus its attacks entirely on one player at a time. The AI will only switch focus to another player when the previous enemy is defeated, or when another enemy player constantly attacks it.

Prior to selecting an enemy, the AI will only build its basedefense teams; after selection it will actively build its whole array of AI trigger teams.

The values are listed in order of difficulty - Easy (Brutal AI), Medium, Hard (Easy AI).

Only applicable in multiplayer. In singleplayer maps, allies and enemies are explicitly designated via house settings and triggers.