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AttackDelay: Difference between revisions

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The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow {{TTL|AttackInterval}}.
The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow {{f|AttackInterval|link}}.


==Red Alert & Expansions==
==Red Alert & Expansions==
Like {{TTL|AttackInterval}}, Red Alert, and its expansions, uses this value for launching its first attack of the game.
Like {{f|AttackInterval|link}}, Red Alert, and its expansions, uses this value for launching its first attack of the game.


==Tiberian Sun & Red Alert 2==
==Tiberian Sun & Red Alert 2==
Also like {{TTL|AttackInterval}}, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of {{TTL|AIHateDelays}}, which assesses which opponent the AI will attack.
Also like {{f|AttackInterval|link}}, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of {{f|AIHateDelays|link}}, which assesses which opponent the AI will attack.

Revision as of 07:26, 27 November 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: AttackDelay
File(s): rules(md).ini
Values: Floating Point Numbers
Applicable to: AI


The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow AttackInterval.

Red Alert & Expansions

Like AttackInterval, Red Alert, and its expansions, uses this value for launching its first attack of the game.

Tiberian Sun & Red Alert 2

Also like AttackInterval, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of AIHateDelays, which assesses which opponent the AI will attack.