AttackDelay: Difference between revisions
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{{ | {{Flag | ||
The | |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
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| 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.





