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Difference between revisions of "AttackDelay"

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{{DeeZireInclusion}}<br />
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{{Flag
The average delay, in minutes, before the computer begins its first attack.
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|files={{Categ|ini=rules}}
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|values=Floating Point Numbers
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|types={{Categ|AI}}
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|yr=yes
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|ra2=yes
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|ts=yes
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|fs=yes
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|ra=yes
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|cs=yes
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|am=yes
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}}
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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}}.
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==Red Alert & Expansions==
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Like {{TTL|AttackInterval}}, Red Alert, and its expansions, uses this value for launching its first attack of the game.
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==Tiberian Sun & Red Alert 2==
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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.

Revision as of 08:31, 20 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: 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 Template:TTL.

Red Alert & Expansions

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

Tiberian Sun & Red Alert 2

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