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AirstripLimit: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values=unsigned floats | |||
|default=5 (RA1-TS) 0 (RA2-YR) | |||
|types={{Categ|AI Controls} | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build. | |||
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “Build Airstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip. |
Revision as of 01:13, 9 August 2011
{{Flag |name=AirstripLimit |files=Rules(md).ini |values=unsigned floats |default=5 (RA1-TS) 0 (RA2-YR) |types=[[AI Controls} _Flags|AI Controls} ]][[Category:AI Controls} _Flags]]
In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build.
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “Build Airstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip.