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Stray: Difference between revisions

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Crimsonum (talk | contribs)
Un-DeeZire'd
 
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{{DeeZireInclusion}}<br />
{{Flag
Radius, in cells, that AI team members can stray from their position without causing a regroup action. This stops the AI teams from breaking up too much which would render their collective purpose useless.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|General}}
|values={{values|float}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
Radius, in [[cells]], that AI-controlled [[team]] [[TaskForces|members]] can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purpose useless.
 
== Note for Map Editing ==
This also determines the minimum distance between a team's origin and its destination for the team to actually move there. If the distance is this or less, then the team will assume it's already in its destination and will not move further.
 
In other words, if you create or reinforce a team at a [[waypoint]], and in the team's [[script]] you have that team move to another waypoint or target that's within this many cells from the team's origin waypoint, then the team thinks it's already reached its destination and will proceed to the next [[team missions|mission]] in the script.
 
[[Category:Map Information]]

Latest revision as of 11:57, 9 October 2022

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: Stray
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Applicable to: General


Radius, in cells, that AI-controlled team members can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purpose useless.

Note for Map Editing

This also determines the minimum distance between a team's origin and its destination for the team to actually move there. If the distance is this or less, then the team will assume it's already in its destination and will not move further.

In other words, if you create or reinforce a team at a waypoint, and in the team's script you have that team move to another waypoint or target that's within this many cells from the team's origin waypoint, then the team thinks it's already reached its destination and will proceed to the next mission in the script.