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MultiplayerAICM: Difference between revisions

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{{DeeZireInclusion}}<br />
{{flag
These are the coefficients applied to the amount of money the AI generates in multiplayer games. Listed by difficulty level, Brutal, Medium, Easy.
|values={{values|intlist|integers, one for each Difficulty level}}
|types={{Categ|General}}
|ra2=yes
|yr=yes
|ares=yes
}}
 
Each AI player whose country is {{TTL|MultiplayPassive|no}} gets an additional amount of cash at the beginning of the match. The amount is:
int availMoney = House->Available_Money(); ''// in this case that is the money that house starts with''
int AICM = Rules->MultiplayerAICM[House->AI_Difficulty];
int bonus = AICM * 0.01 * availMoney;
House->GiveMoney(bonus);
In other words, this value is a percentage of the starting credits that the AI gets on top of the usual starting amount.

Revision as of 07:26, 29 August 2009

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: MultiplayerAICM
File(s): rules(md).ini
Values: Comma-separated list of integers. (Limited to: integers, one for each Difficulty level)
Applicable to: General


Each AI player whose country is Template:TTL gets an additional amount of cash at the beginning of the match. The amount is:

int availMoney = House->Available_Money(); // in this case that is the money that house starts with
int AICM = Rules->MultiplayerAICM[House->AI_Difficulty];
int bonus = AICM * 0.01 * availMoney;
House->GiveMoney(bonus);

In other words, this value is a percentage of the starting credits that the AI gets on top of the usual starting amount.