AIBuildsWalls: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|ini=rules}} | |||
|types={{Categ|General}} | |||
|values={{values|Booleans}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
|ra2obsolete=yes | |||
}} | |||
In {{ts}} and {{fs}}, when set to yes, this flag will cause the GDI AI to build walls. With the introduction of the new wall logic in one of the {{ts}} patches, the AI tends to block off its own base due to the inability to construct walls properly, thus leading to major performance hits due to pathfinding. In {{ts}} and {{fs}}, it is probably better to keep this tag set to no. | |||
In {{ra2}} and {{yr}}, this tag has been superseded by the {{TTL|ProtectWithWall}} logic, where the AI will construct walls around structures who have {{TTL|ProtectWithWall|yes}}. Setting this tag to yes in {{ra2}} and {{yr}} has no effect. | |||
Revision as of 18:54, 14 June 2008
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| Flag: | AIBuildsWalls |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | General |
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In Tiberian Sun and Firestorm, when set to yes, this flag will cause the GDI AI to build walls. With the introduction of the new wall logic in one of the Tiberian Sun patches, the AI tends to block off its own base due to the inability to construct walls properly, thus leading to major performance hits due to pathfinding. In Tiberian Sun and Firestorm, it is probably better to keep this tag set to no.
In Red Alert 2 and Yuri's Revenge, this tag has been superseded by the Template:TTL logic, where the AI will construct walls around structures who have Template:TTL. Setting this tag to yes in Red Alert 2 and Yuri's Revenge has no effect.





