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AIHateDelays: Difference between revisions

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This flag controls the delay, in frames, that the AI will wait before choosing an enemy. <tt>AIHateDelays</tt> is only applicable in multiplayer, allies and enemies are explicitly designated via [[House]] settings, and [[Triggers]] in singleplayer maps.
This flag controls the delay, in frames, that the AI will wait before choosing an enemy. <tt>AIHateDelays</tt> is only applicable in multiplayer, allies and enemies are explicitly designated via [[House]] settings and [[Triggers]] in singleplayer maps.


The values are listed in order of difficulty: Easy, Medium, Hard (Brutal).
The values are listed in order of difficulty: Easy, Medium, Hard (Brutal).

Latest revision as of 09:47, 12 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AIHateDelays
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: General


This flag controls the delay, in frames, that the AI will wait before choosing an enemy. AIHateDelays is only applicable in multiplayer, allies and enemies are explicitly designated via House settings and Triggers in singleplayer maps.

The values are listed in order of difficulty: Easy, Medium, Hard (Brutal).

Notes

Usually the closest player not allied to the AI is selected as an enemy first, unless another player attacks the AI in the meantime. Although the AI may have multiple enemies, it will focus its attacks entirely on one player at a time, except in 'Free for All' game mode. The AI player will normally only switch focus to another player when the previous enemy is defeated, or when another enemy player becomes a greater threat.

Prior to selecting an enemy, the AI will only build its base defense teams; after selection it will actively build its whole array of AI trigger teams.

See Also

TeamDelays

MinimumAIDefensiveTeams

TotalAITeamCap