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  • ...s (possibly related to [[Building:Refinery|Refinery]] code, since they are buildings), the coders of YR decided to use the same construct for the Slave Miner. T ...ype" hack is still applied. Thus, all we need to do is put deploy/undeploy flags on the soldiers we would like to treat as one kind, and we're set:
    10 KB (1,746 words) - 16:05, 21 May 2022
  • ...ar, you may need to set Harvester=yes and the Dock=AnyUnbuildableStructure flags on the unit in order to get the unit to appear." What is that based on? I've had various free units with various buildings and never needed the above.
    1 KB (199 words) - 10:34, 27 March 2007
  • ==Definition of certain buildings?== ...ir production, because one simply omitts the necessary production facility flags listed above... This needs further testing...
    2 KB (252 words) - 12:47, 20 March 2008
  • ...t class of the main objects of the game - Infantry, Vehicles, Aircraft and Buildings. This class derives from ObjectType, but again, no object of this class is ...om vehicles (MCVs) and pre-placed (such as Tech buildings and urban combat buildings)).
    28 KB (3,163 words) - 20:48, 15 August 2019
  • ...solution to this is to make sure all countries are listed as owners of all buildings. ...9|link}}, {{f|Allied|ceva049|link}} and {{f|Yuri|cyur049|link}} (leave the flags themselves present).
    4 KB (649 words) - 18:08, 3 June 2012
  • |Mission used by buildings when they are initially placed. |Mission used by buildings during deconstruction, i.e. when they're sold.
    5 KB (726 words) - 19:47, 8 June 2023
  • ...cripts define what the AI controlled units actually do, like "attack enemy buildings", "gather just outside our own base", "move to nearest {{tt|GACNST}}", and ...the lines indexed from {{Tt|0}} to {{Tt|49}} in ascending order. No other flags are read from that section, so nothing is stopping you from adding stuff li
    2 KB (389 words) - 11:33, 7 June 2023
  • ...number of flags and conditions governing what attacks what how in {{yr}}. Flags used link to their explanations where possible, and several community sites ...to flags like [[PercentAtMax]], but changes the amount of damage taken by buildings drastically as size increases. A {{f|Damage|100|link}} weapon with a CellSp
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ==Buildings== Combinations of these flags results in the most inclusive case.
    3 KB (407 words) - 13:48, 24 March 2023
  • ...probability to spawn as survivors instead of ordinary crew from units and buildings if the unit or building is armed, i.e. it has a weapon or it is occupied. T [[Category:INI Flags]]
    942 bytes (158 words) - 08:01, 13 March 2013
  • ...g animations from layering improperly with other animations and with other buildings, but less useful for solving layering issues between building animations an The related flags {{f|ActiveAnimTwoZAdjust|link}}, {{f|ActiveAnimThreeZAdjust|link}}, and {{f
    1 KB (143 words) - 18:10, 3 July 2021
  • ...se units are immediately sent out after the attacker. This only applies to buildings that are not [[insignificant]] and do not have a [[Primary|weapon]], i.e. a [[Category:INI Flags]]
    5 KB (817 words) - 00:31, 20 January 2024
  • ..., if those are not present then it could be the free units that comes with buildings like harvesters. In pre-placed units/structures, the first built is the fir On 0,2 (Attack buildings) - Attack the first building produced by the enemy.
    4 KB (685 words) - 08:32, 31 October 2018
  • In addition to unit speeds, LandType governs whether [[Buildable|buildings can be constructed on the terrain or not]]. [[Category:INI Flags]]
    4 KB (593 words) - 17:29, 14 February 2024
  • ...n game, the health box on a vehicle will appear the same way as they do on buildings, and the height of the health box depends on the size/height of the unit. [[Category:Resetting Flags]]
    1 KB (187 words) - 12:04, 5 October 2022

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