ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

AIHateDelays: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Nighthawk200 (talk | contribs)
Dedeezirified.
Crimsonum (talk | contribs)
No edit summary
Line 6: Line 6:
|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|hp=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
|ares=yes
}}
}}
This flag controls the delay, in frames, that the AI will wait before choosing an enemy. Unless teams are set in YR, the enemy will always be a human opponent.
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.


The values are listed in order of difficulty - Easy, Medium, Brutal.
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]].

Revision as of 12:45, 8 April 2021

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: 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.

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.