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		<title>ModEnc - New pages [en]</title>
		<link>https://modenc.renegadeprojects.com/Special:NewPages</link>
		<description>From ModEnc</description>
		<language>en</language>
		<generator>MediaWiki 1.43.1</generator>
		<lastBuildDate>Wed, 10 Jun 2026 14:01:34 GMT</lastBuildDate>
		<item>
			<title>Weapon0</title>
			<link>https://modenc.renegadeprojects.com/Weapon0</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/Weapon0</guid>
			<description>&lt;p&gt;DeathFish: Created page with &amp;quot;Since the game actually uses 0-based indexing, sometimes people might mention this concept. For INI editors, the weapon specified by {{f|Weapon1|link}} or {{f|Primary|link}} is the unit&amp;#039;s weapon number 0. When communicating in this way, it is necessary to ensure that both parties use either 0-based indexing or 1-based indexing to avoid misunderstandings.  For cases where various forces specify a specific weapon index, such as {{f|NoAmmoWeapon|link}} and {{f|DeployFireWea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since the game actually uses 0-based indexing, sometimes people might mention this concept. For INI editors, the weapon specified by {{f|Weapon1|link}} or {{f|Primary|link}} is the unit&amp;#039;s weapon number 0. When communicating in this way, it is necessary to ensure that both parties use either 0-based indexing or 1-based indexing to avoid misunderstandings.&lt;br /&gt;
&lt;br /&gt;
For cases where various forces specify a specific weapon index, such as {{f|NoAmmoWeapon|link}} and {{f|DeployFireWeapon|link}}, they always use a 0-based weapon index.&lt;/div&gt;</description>
			<pubDate>Mon, 27 Apr 2026 15:26:15 GMT</pubDate>
			<dc:creator>DeathFish</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:Weapon0</comments>
		</item>
		<item>
			<title>Infantry Animation Sequences</title>
			<link>https://modenc.renegadeprojects.com/Infantry_Animation_Sequences</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/Infantry_Animation_Sequences</guid>
			<description>&lt;p&gt;Crimsonum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Infantry animation sequences are well explained in the game files, so let us simply quote what&amp;#039;s written in {{ini|art}}:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Infantry animations are grouped within a [[SHP|single art file]]. Unlike units, infantry animation layout is completely arbitrary and must be explicitly specified. Each infantry format file will be identified with one of these animation sequences.&lt;br /&gt;
&lt;br /&gt;
The first number is the starting frame number. The second number is the number of frames of the animation. If this number is zero then the anim sequence is not present. The third number is the multiplier by the infantry facing to reach the facing specific animation start. If this last number is zero, then there is no facing specific version.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, idle animations contain a fourth parameter which represents the direction the infantry should point to after playing that animation (in the game&amp;#039;s [[Game compass|near-isometric perspective]]). For example, {{tt|E}} refers to East, or bottom-right in the player&amp;#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 [GISequence] ; section name&lt;br /&gt;
 Ready=0,1,1 ; while ready&lt;br /&gt;
 Guard=0,1,1 ; while in guard state&lt;br /&gt;
 Prone=86,1,6 ; while prone&lt;br /&gt;
 Walk=8,6,6 ; walking&lt;br /&gt;
 FireUp=164,6,6 ; firing when standing up&lt;br /&gt;
 Down=260,2,2 ; transition from standing up to prone&lt;br /&gt;
 Crawl=86,6,6 ; cawling&lt;br /&gt;
 Up=276,2,2 ; transition from prone to standing up&lt;br /&gt;
 FireProne=212,6,6 ; firing while prone&lt;br /&gt;
 Idle1=56,15,0,S ; special anim, played while unit has no orders&lt;br /&gt;
 Idle2=71,15,0,E ; special anim 2, played while unit has no orders&lt;br /&gt;
 Die1=134,15,0 ; Death by {{f|InfDeath|1|link}}&lt;br /&gt;
 Die2=149,15,0 ; Death by {{f|InfDeath|2|link}}&lt;br /&gt;
 Die3=0,1,1 ; AltDeath (usually not used anymore)&lt;br /&gt;
 Die4=0,1,1 ; Death by Concussion (not used anymore)&lt;br /&gt;
 Die5=0,1,1 ; Death by Fire (used by [[Doggie]])&lt;br /&gt;
 Deploy=300,15,0 ; when deploying (optional, only if unit deploys)&lt;br /&gt;
 Deployed=292,1,1 ; when deployed (only if unit deploys)&lt;br /&gt;
 DeployedFire=315,6,6 ; fire when deployed (only if deplyable)&lt;br /&gt;
 DeployedIdle=0,0,0 ; special anim when no rders and deployed (only if deployed, and mostly unused)&lt;br /&gt;
 Undeploy=276,2,2 ; undeploy&lt;br /&gt;
 Paradrop=363,1,0 ; paratroop (frame for paradrops)&lt;br /&gt;
 Cheer=364,8,0,E ; cheer anim&lt;br /&gt;
 Panic=8,6,6 ; panic anim&lt;br /&gt;
&lt;br /&gt;
== List of Animations ==&lt;br /&gt;
Below is a list of all the animations that can be included in an infantry animation sequence, which games they are applicable to, and their hardcoded playback rates (relative to game frames, so larger means slower playback).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Animation&lt;br /&gt;
!colspan=4|Available in...&lt;br /&gt;
!rowspan=2|Playback Rate&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Game_ts_yes.png]]&lt;br /&gt;
![[Image:Game_fs_yes.png]]&lt;br /&gt;
![[Image:Game_ra2_yes.png]]&lt;br /&gt;
![[Image:Game_yr_yes.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ready]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|0 (only first frame of the animation is played)&lt;br /&gt;
|-&lt;br /&gt;
|[[Guard]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|0 (only first frame of the animation is played)&lt;br /&gt;
|-&lt;br /&gt;
|[[Prone]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Walk]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[FireUp]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[FireProne]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[SecondaryFire]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[SecondaryProne]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Down]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Crawl]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Up]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Idle1]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1 in TS/FS, 3 in RA2/YR&lt;br /&gt;
|-&lt;br /&gt;
|[[Idle2]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1 in TS/FS, 3 in RA2/YR&lt;br /&gt;
|-&lt;br /&gt;
|[[Die1]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Die2]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Die3]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Die4]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Die5]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Deploy]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Deployed]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[DeployedFire]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[DeployedIdle]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Undeploy]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Paradrop]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheer]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Panic]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Shovel]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Carry]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Fly]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Hover]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1 in TS/FS, 2 in RA2/YR&lt;br /&gt;
|-&lt;br /&gt;
|[[FireFly]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Tumble]]&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Struggle]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[AirDeathStart]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[AirDeathFalling]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[AirDeathFinish]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Tread]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Swim]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[WetAttack]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[WetIdle1]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[WetIdle2]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[WetDie1]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[WetDie2]]&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{N}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound Effects (RA2/YR only) ==&lt;br /&gt;
Infantry animations can also define their own sound effects, using {{tt|&amp;lt;Animation&amp;gt;Sounds}} as the flag, defined within the sequence. For example {{f|FireUpSounds|2 SlaveAttack|link}}. This applies to all the animation types in the sequence, so there&amp;#039;s no reason to list all possible flags here.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Sequence]]&lt;br /&gt;
&lt;br /&gt;
[[Category:General Editing Information]]&lt;/div&gt;</description>
			<pubDate>Fri, 17 Apr 2026 12:02:20 GMT</pubDate>
			<dc:creator>Crimsonum</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:Infantry_Animation_Sequences</comments>
		</item>
		<item>
			<title>DisableWeapons.Duration</title>
			<link>https://modenc.renegadeprojects.com/DisableWeapons.Duration</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/DisableWeapons.Duration</guid>
			<description>&lt;p&gt;DeathFish: Created page with &amp;quot;{{Flag |name=DisableWeapons.Duration |files={{Categ|ini=rules}} |types={{Categ|Warhead}} |values={{values|integers}} |default=0 |extver=&amp;lt;i&amp;gt;0.E+&amp;lt;/i&amp;gt;. |ares=yes |aresflag=yes }}  If positive, the target hit by this warhead will be unable to fire for this amount of frames.  == Notes == It will still be able to reload, target a victim and even passively acquire new targets, and death weapons will still be set off when the target is killed or destroyed. Also note that special...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=DisableWeapons.Duration&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Warhead}}&lt;br /&gt;
|values={{values|integers}}&lt;br /&gt;
|default=0&lt;br /&gt;
|extver=&amp;lt;i&amp;gt;0.E+&amp;lt;/i&amp;gt;.&lt;br /&gt;
|ares=yes&lt;br /&gt;
|aresflag=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If positive, the target hit by this warhead will be unable to fire for this amount of frames.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
It will still be able to reload, target a victim and even passively acquire new targets, and death weapons will still be set off when the target is killed or destroyed. Also note that special effects like [[C4]] are not disabled.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
Whether this effect is applied when no conventional damage is dealt can be customized:&lt;br /&gt;
* {{f|EffectsRequireDamage|link}} (Ares Only)&lt;br /&gt;
* {{f|EffectsRequireVerses|link}} (Ares Only)&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2026 16:20:20 GMT</pubDate>
			<dc:creator>DeathFish</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:DisableWeapons.Duration</comments>
		</item>
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