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Difference between revisions of "RadLevelDelay"

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(Rewrite, math comment)
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|files={{Categ|Rules(md).ini}}
 
|files={{Categ|Rules(md).ini}}
 
|values=unsigned integers
 
|values=unsigned integers
|special=None
 
 
|default=no
 
|default=no
 
|types={{Categ|Radiation|N/A}}
 
|types={{Categ|Radiation|N/A}}
|games=[[RA2]], [[YR]]
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|ra2=yes
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|yr=yes
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|rp=yes
 
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Revision as of 11:35, 2 April 2007

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: RadLevelDelay
File(s): Rules(md).ini
Values: unsigned integers
Default: no
Applicable to: N/A


Delay, in frames, between radiation level recalculations. This means, although the radiation is reapplied every RadApplicationDelay frames, and the site exists for RadDurationMultiple * RadLevel frames, the actual radiation level in the zone is recalculated only this often.

(If you graph radiation level in the site's center over time, X axis - time, Y axis - radiation level, the rad level theoretically would be a straight line. But in fact it will be a "staircase" just above that line. A crude graphical explanation where red line = theoretical values, black blocks - factual values. So, the larger this value, the wider each stairstep.)