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AttackDelay: Difference between revisions

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{{Flag
{{Flag
|files={{Categ|ini=rules}}
|files={{Categ|ini=rules}}
|values=Floating Point Numbers
|values={{Values|float}}
|types={{Categ|AI}}
|types={{Categ|AI}}
|yr=yes
|yr=yes
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|cs=yes
|cs=yes
|am=yes
|am=yes
|tsobsolete=yes
}}
}}


The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow {{f|AttackInterval|link}}.
The delay, in minutes, before the AI launches its first attack. Only applies to the first attack of the game, the rest follow {{f|AttackInterval|link}}.


==Red Alert & Expansions==
== In {{ts}} To {{yr}} ==
Like {{f|AttackInterval|link}}, Red Alert, and its expansions, uses this value for launching its first attack of the game.
Although parsed, this flag does nothing. The logic has been deprecated in favor of {{f|AIHateDelays|link}}.


==Tiberian Sun & Red Alert 2==
== See Also ==
Also like {{f|AttackInterval|link}}, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of {{f|AIHateDelays|link}}, which assesses which opponent the AI will attack.
* [[AttackInterval]]
* [[AIHateDelays]]

Latest revision as of 21:37, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AttackDelay
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Applicable to: AI

Logic related to AttackDelay, as a whole or in part, is obsolete in Tiberian Sun, Red Alert 2 and/or Yuri's Revenge.



The delay, in minutes, before the AI launches its first attack. Only applies to the first attack of the game, the rest follow AttackInterval.

In Tiberian Sun To Yuri's Revenge

Although parsed, this flag does nothing. The logic has been deprecated in favor of AIHateDelays.

See Also