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  • ...ng, thus leaving it to the modder to know what could have caused the error and to find the cause in their mod's changes. ...e then take a look at the changes you applied to that unit/weapon/whatever and see if there are any mistakes.<br>
    20 KB (3,373 words) - 17:39, 2 April 2024
  • Reconnection errors only occur in multiplayer games (network/internet) and cause the current game to end, forcing all players back to the main menu. Because reconnection errors only occur in multiplayer, it is difficult for modders to hunt down, or eve
    2 KB (291 words) - 01:25, 24 April 2018
  • This is a tutorial on creating and editing MP mode ini files, and some of the problems you may encounter. ...Engagement' refers to the ini file settings stored in <tt>rulesmd.ini</tt> and also the MP mode ini files.
    8 KB (1,531 words) - 20:29, 11 March 2011
  • ...ellite?pagename=Corel3/Products/Display&pfid=1047024307383 Paint Shop Pro] and others. [[Irfanview|IrfanView]] can also help in this situation. ...ditor III|Voxel Section Editor III]] - (by Will, Plasmadroid, Koen, Stucuk and Banshee).
    5 KB (783 words) - 18:09, 25 July 2016
  • ...change [[radiation]] to [[heal|healing]]. Basically, if you make the G.I. and/or several other "normal" infantrists immune to radiation, they will, when ...next to it, without any reason to do so. The only exceptions were the GGI and the Desolator. While the former seemed totally unharmed, the latter would n
    7 KB (1,150 words) - 15:51, 26 June 2023
  • When we play in-game we will find that both the colour and shape of the GI's pip (when inside a transport or occupying a building) hav To fix this problem, you must restate {{f|Pip}} and {{f|OccupyPip}} for every infantry type section in the game mode INI or map
    2 KB (366 words) - 21:32, 15 August 2013
  • ...contain two items. The first animation is used as the west facing version, and the second one as the east facing version. It is most likely that adding mo ...s been re-enabled in later versions of the [[RockPatch]], albeit with some bugs.
    823 bytes (142 words) - 21:34, 13 July 2021
  • ...ther or not a [[BuildingType]] can detect and reveal [[Cloakable|cloaked]] and [[subterranean]] units within a radius in cells specified by {{f|CloakRadiu ...'speech02.mix'' for [[Nod]]) will sound. The unit will then become visible and targetable until it is no longer within the detection range.
    1 KB (226 words) - 00:44, 27 December 2022
  • ...{{values|float}}(in practice, {{tt|CellSpread}}s over 11 generate Internal Errors) ...you set {{tt|CellSpread}} to 3, the warhead will damage the current cell, and 3 cells further into all directions. A circle around the impact cell with a
    17 KB (1,974 words) - 19:56, 1 January 2019
  • | colspan=9 | Destroy tag P2 and all attached triggers | colspan=9 | {{HorizontalBar|[[Image:Cc_alert.png|24px]][[Category:Bugs and Errors]] Action {{tt|Wakeup Group}} is bugged. In certain circumstances, [https://
    19 KB (2,190 words) - 12:25, 22 October 2023
  • ...h questions about it after you destroyed everything - after all, you fully and entirely understood what you were doing, right?}} ...t the same type of unit, meaning if one of these InfantryTypes is selected and the [[TypeSelect|"Select all of Type" button]] is pressed, all of the linke
    10 KB (1,746 words) - 16:05, 21 May 2022
  • For more information on Internal Errors, see the [[Internal Error]] page. ...MD.ini is used by RA2 instead of Rules.ini (by manually renaming the file) and you forgot to add a ';' to entry 9 (which is set to YuriCountry for YR).
    30 KB (4,812 words) - 11:40, 7 June 2023
  • ...ons where possible, and several community sites provide detailed tutorials and further explanations should you be unfamiliar with something. ...Some of the older portions no longer work as they are traditionally known and many of the newer functions are exclusive to this or Red Alert 2 proper.
    17 KB (2,713 words) - 14:06, 12 March 2013
  • In order for this logic to work as desired&mdash;and ''not'' throw an [[IE]]&mdash;it is necessary for the building's correspond An overlay object with {{f|Wall|yes}} and can be damaged by [[Warheads|warheads]] in the following ways:
    3 KB (407 words) - 13:48, 24 March 2023
  • ...e embark on your modding adventure, there are a few things you should grab and set up. It will only take a while, but you'll be able to make much more coo ...ng possibilities. You can download Ares [https://ares.strategy-x.com here] and read about it [https://ares-developers.github.io/Ares-docs/index.html here]
    10 KB (1,536 words) - 12:24, 25 October 2023
  • ...mRate are not synchronized properly between players and cause Reconnection Errors. Use RandomRate with caution.|image=Warning.png}} {{Bugs}}
    836 bytes (132 words) - 15:11, 26 March 2022
  • ...<!-- Also known as Bridge Issue #3, a reference to previous "Bridge Issue" bugs discovered by the Twisted Insurrection team :^) --> and more.
    3 KB (392 words) - 14:11, 11 July 2023
  • ...the weapon to use the IsBigLaser= tag. This is residual from Tiberian Sun and has been replaced by the 'delayed fire' logic in Red Alert 2. ...s not done, the game will crash the moment that the weapon tries to charge and fire. Could be considered a bug, could be considered a "fussy feature".
    1 KB (211 words) - 01:30, 27 December 2022