Dynamic Team Delays#2244
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Otamaa
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Otamaa
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TaranDahl
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TeamDelaysin skirmish changed dynamically based on player's amount.TeamDelays.DynamicTypecontrols how team delay will be changed. Neutral houses and observers won't be accounted in all the following patterns.startingpoint: taking the map'sNumberStartingPointsinto account.playercount: taking the total amount of players into account, including itself.allies: taking the amount of allied players into account, excluding itself.enemies: taking the amount of hostile players into account.alivecount: taking the amount of players that's not defeated at the moment into account, including itself.aliveallies: taking the amount of allied players that's not defeated at the moment into account, excluding itself.aliveenemies: taking the amount of hostile players that's not defeated at the moment into account.TeamDelays.CountNcontrol the team delay when the amount of players meets the above conditions, whereNstands for an integer between 1-8. Consisted by 3 integers that represent each difficulty.[General] -> TeamDelays.In
rulesmd.ini:Note
Team delay change will take effect for a house after its next AI team is created.