Jump to content

GuardSlower

From ModEnc²
Revision as of 21:04, 1 June 2025 by Crimsonum (talk | contribs) (I tested this thoroughly in TS, with various task forces and team missions. I could not observe any effect.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: GuardSlower
File(s): ai(md).ini, maps
Values: Boolean values: yes or no, true or false, 1 or 0
Applicable to: TeamTypes

Logic related to GuardSlower, as a whole or in part, is obsolete in Tiberian Sun, Red Alert 2 and/or Yuri's Revenge.



Reverse-Engineered Content
The following page/section possibly contradicts several ideas accepted by the community. However, it contains information reverse-engineered from the game's executable code, not observations or theories, and as such should be considered more likely to be correct.

Specifies whether or not this team should stick close to one of its special members (hence the flag name, "guard [the] slower [unit]"). Assumes that the task force contains a specific kind of unit: the unit must be unarmed, unbuildable, or deployable. The rest of the team will then stick close to it (their stray distance is divided by 3).

However, this doesn't appear to work, at least in Tiberian Sun.

See Also