ChronoReinfDelay: Difference between revisions
Appearance
en>DCoder No edit summary |
en>Vinifera7 De-DZed |
||
| Line 1: | Line 1: | ||
{{ | {{Flag | ||
|values={{Values|unsigned integers}} | |||
|default=? | |||
|types={{Categ|General}} | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
{{TTL|{{PAGENAME}}}} specifies the delay in frames that units will take to fully "phase in" after being given to a player via the "reinforce by chronoshift" map trigger. This is needed because the units are simply created where they are reinforced to, rather than being teleported some distance; thus the normal chronoshift algorithm cannot be used to determine the delay. | |||
Revision as of 07:26, 25 April 2008
|
|
|
|
|
|
| Flag: | ChronoReinfDelay |
| File(s): | rules(md).ini |
| Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
| Default: | ? |
| Applicable to: | General |
Template:TTL specifies the delay in frames that units will take to fully "phase in" after being given to a player via the "reinforce by chronoshift" map trigger. This is needed because the units are simply created where they are reinforced to, rather than being teleported some distance; thus the normal chronoshift algorithm cannot be used to determine the delay.





