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TeamDelays: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Intervals, in frames, between the AI checking for and creating teams. Listed by difficulty level Brutal, Medium, Easy.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|General}}
|values={{values|intlist}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
Specifies the intervals, in [[frames]], between the [[AI]] checking for and creating [[TeamTypes|AI teams]]. The available teams and their preconditions are controlled by [[AI triggers]]. Listed by AI difficulty level: [[Easy|Hard/Brutal]], [[Normal|Normal/Medium]], [[Difficult|Easy]].
 
On each check, the AI goes through the list of available AI triggers and selects the appropriate team(s) to build, if any. This is subject to a number of factors like {{f|TotalAITeamCap|link}}, available [[credits]], etc.
 
== Notes ==
When AI triggers are first enabled in a [[scenario]], either automatically (in skirmish/multiplayer) or by the [[Actions_(maps)|map trigger action #74 {{tt|AI triggers begin...}}]] (in [[Mission|mission maps]]), it takes this amount of time before the AI starts to actually produce any teams. If you are building a mission map and want the AI to build teams immediately following some event, you can use the [[Actions_(maps)|trigger action #4 {{tt|Create Team...}}]] to make the AI build specific teams until the AI team production kicks in.

Revision as of 10:18, 11 June 2024

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: TeamDelays
File(s): rules(md).ini
Values: Comma-separated list of integers.
Applicable to: General


Specifies the intervals, in frames, between the AI checking for and creating AI teams. The available teams and their preconditions are controlled by AI triggers. Listed by AI difficulty level: Hard/Brutal, Normal/Medium, Easy.

On each check, the AI goes through the list of available AI triggers and selects the appropriate team(s) to build, if any. This is subject to a number of factors like TotalAITeamCap, available credits, etc.

Notes

When AI triggers are first enabled in a scenario, either automatically (in skirmish/multiplayer) or by the map trigger action #74 AI triggers begin... (in mission maps), it takes this amount of time before the AI starts to actually produce any teams. If you are building a mission map and want the AI to build teams immediately following some event, you can use the trigger action #4 Create Team... to make the AI build specific teams until the AI team production kicks in.