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Difference between revisions of "AirstripLimit"
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− | {{ | + | {{Flag |
− | + | |files={{Categ|ini=rules}} | |
+ | |values=unsigned floats | ||
+ | |default=5 (RA1-TS) 0 (RA2-YR) | ||
+ | |types=AI Controls | ||
+ | |ra=yes | ||
+ | |cs=yes | ||
+ | |am=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build. | ||
+ | |||
+ | In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip. |
Revision as of 03:33, 9 August 2011
Flag: | AirstripLimit |
File(s): | rules(md).ini |
Values: | unsigned floats |
Default: | 5 (RA1-TS) 0 (RA2-YR) |
Applicable to: | AI Controls |
In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build.
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip.