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Difference between revisions of "AttackInterval"

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{{DeeZireInclusion}}<br />
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{{Flag
The average delay, in minutes, between the computer launching one if its attacks from the AI.INI file. This is parsed and valid although does not get used in favor of the TeamDelays= statement instead, as in Red Alert 2 this logic means that use of this value would mean the AI waiting forever before it launched an 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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A delay timer, in minutes, between AI attacks.
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==Red Alert & Expansions==
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In Red Alert, and its subsequent expansions, AttackInterval is used as the AI's timer for attacks.
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==Tiberian Sun & Red Alert 2==
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However, in the later games, Tiberian Sun and Red Alert 2 (and their subsequent expansions), drop this in favor of {{TTL|TeamDelays}} and {{TTL|AIHateDelays}}.

Revision as of 08:25, 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: AttackInterval
File(s): rules(md).ini
Values: Floating Point Numbers
Applicable to: AI


A delay timer, in minutes, between AI attacks.

Red Alert & Expansions

In Red Alert, and its subsequent expansions, AttackInterval is used as the AI's timer for attacks.

Tiberian Sun & Red Alert 2

However, in the later games, Tiberian Sun and Red Alert 2 (and their subsequent expansions), drop this in favor of Template:TTL and Template:TTL.