AirstripRatio: Difference between revisions
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{{ | {{Flag | ||
|files={{Categ|ini=rules}} | |||
|values=unsigned floats | |||
|default=.12 | |||
|types=AI Controls | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
In Red Alert 1 this determines ratio of base that should be composed of Air Fields [AFLD]. | |||
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the ratio of base that should be composed Airstrips. | |||
Revision as of 03:32, 9 August 2011
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| Flag: | AirstripRatio |
| File(s): | rules(md).ini |
| Values: | unsigned floats |
| Default: | .12 |
| Applicable to: | AI Controls |
In Red Alert 1 this determines ratio of base that should be composed of Air Fields [AFLD].
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the ratio of base that should be composed Airstrips.





