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AttackDelay: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
The average delay, in minutes, before the computer begins its first attack.
|files={{Categ|ini=rules}}
|values=Floating Point Numbers
|types={{Categ|AI}}
|yr=yes
|ra2=yes
|ts=yes
|fs=yes
|ra=yes
|cs=yes
|am=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 {{TTL|AttackInterval}}.
 
==Red Alert & Expansions==
Like {{TTL|AttackInterval}}, Red Alert, and its expansions, uses this value for launching its first attack of the game.
 
==Tiberian Sun & Red Alert 2==
Also like {{TTL|AttackInterval}}, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of {{TTL|AIHateDelays}}, which assesses which opponent the AI will attack.

Revision as of 08:31, 20 August 2009

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AttackDelay
File(s): rules(md).ini
Values: Floating Point Numbers
Applicable to: AI


The delay, in minutes, before the AI launches its first attack. AttackDelay only applies to the first attack of the game, the rest follow Template:TTL.

Red Alert & Expansions

Like Template:TTL, Red Alert, and its expansions, uses this value for launching its first attack of the game.

Tiberian Sun & Red Alert 2

Also like Template:TTL, Tiberian Sun and Red Alert 2, and their respective expansions, drop this in favor of Template:TTL, which assesses which opponent the AI will attack.