ChronoReinfDelay: Difference between revisions
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{{ | {{Flag | ||
|values={{Values|unsigned integers}} | |||
|default=180 ;<del>60</del> | |||
|types={{Categ|General}} | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
'''ChronoReinfDelay''' specifies the delay in frames that units will take to fully "phase in" after being given to a player via the "reinforce by chronoshift" map trigger. This is needed because the units are simply created where they are reinforced to, rather than being teleported some distance; thus the normal chronoshift algorithm cannot be used to determine the delay. | |||
Latest revision as of 21:38, 31 March 2025
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| Flag: | ChronoReinfDelay |
| File(s): | rules(md).ini |
| Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
| Default: | 180 ; |
| Applicable to: | General |
ChronoReinfDelay specifies the delay in frames that units will take to fully "phase in" after being given to a player via the "reinforce by chronoshift" map trigger. This is needed because the units are simply created where they are reinforced to, rather than being teleported some distance; thus the normal chronoshift algorithm cannot be used to determine the delay.





