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Difference between revisions of "AIBaseSpacing"

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This tag specifies the number of cells that the computer must have between each of its buildings. This tag can be overridden by {{TTL|WantsExtraSpace|yes}} on an individual structure, which will seek out one cell greater than this value for space. This would be used on the likes of War Factories, where the space is needed to prevent units getting blocked.
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This tag specifies the number of cells that the computer must have between each of its buildings. This tag can be overridden by {{f|WantsExtraSpace|yes|link}} on an individual structure, which will seek out one cell greater than this value for space. This would be used on the likes of War Factories, where the space is needed to prevent units getting blocked.
  
However, there is one exception to this rule, Naval Yard structures. Their adjacency is defined in its own tag {{TTL|AINavalYardAdjacency}}.
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However, there is one exception to this rule, Naval Yard structures. Their adjacency is defined in its own tag {{f|AINavalYardAdjacency|link}}.

Latest revision as of 09:12, 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: AIBaseSpacing
File(s): rules(md).ini
Values: Unsigned Bytes: All whole numbers from 0 to 255.
Applicable to: AI



This tag specifies the number of cells that the computer must have between each of its buildings. This tag can be overridden by WantsExtraSpace=yes on an individual structure, which will seek out one cell greater than this value for space. This would be used on the likes of War Factories, where the space is needed to prevent units getting blocked.

However, there is one exception to this rule, Naval Yard structures. Their adjacency is defined in its own tag AINavalYardAdjacency.