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ChronoReinfDelay: Difference between revisions

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Vinifera7 (talk | contribs)
De-DZed
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{{DeeZireInclusion}}<br />
{{Flag
The delay, in frames, that units remain 'static' after being teleported to the player through the 'reinforce by chronoshift' trigger within a map file (for example as seen in the final Allied mission in the single player campaign).
|values={{Values|unsigned integers}}
|default=?
|types={{Categ|General}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
{{TTL|{{PAGENAME}}}} specifies the delay in frames that units will take to fully "phase in" after being given to a player via the "reinforce by chronoshift" map trigger. This is needed because the units are simply created where they are reinforced to, rather than being teleported some distance; thus the normal chronoshift algorithm cannot be used to determine the delay.

Revision as of 05:26, 25 April 2008

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


Template:TTL specifies the delay in frames that units will take to fully "phase in" after being given to a player via the "reinforce by chronoshift" map trigger. This is needed because the units are simply created where they are reinforced to, rather than being teleported some distance; thus the normal chronoshift algorithm cannot be used to determine the delay.