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  • ...there are either two or three playable sides with two additional sides for neutral units and structures. For the playable sides they represent the main factio
    5 KB (920 words) - 16:43, 22 January 2015
  • ...ransfers it's ownership to you, and ungarrisonning it returns the owner to neutral.
    3 KB (396 words) - 09:42, 27 November 2009
  • ...] other than 8 or 9 then the resulting [[InfantryType]] will be given to [[neutral]]. ===Neutral infantry===
    7 KB (1,153 words) - 22:10, 9 July 2022
  • 12=Neutral Civilian=Neutral
    10 KB (1,436 words) - 20:34, 15 January 2011
  • ...ather, their color index is mapped to brightness values, making index #127 neutral, i.e. no light change, and #128-#255 gradually becoming brighter, with #255
    6 KB (863 words) - 10:58, 22 April 2020
  • ...factory to primary and built a Neutral unit it would only come out of the Neutral war factory. ...they would not be able to come out of your GDI or Nod war factory but the Neutral one instead.That means you would not have to switch between primary between
    7 KB (1,088 words) - 09:47, 27 November 2009
  • Note that this isn't limited to enemy objects. Civilian/Neutral, as well as your very own objects when <tt>[[Temporal]]=yes</tt> weapons ar
    2 KB (301 words) - 10:17, 29 December 2019
  • ...cond warhead tag NeutralOnly= (yes/no) that if set to yes will only effect neutral units (units that are not owned by a playable house).
    7 KB (1,228 words) - 05:58, 8 September 2009
  • Civilian=Neutral ...set Neutral and Special, respectively, which are special case countries - Neutral is used for Civilians (hence the side name), while Special is used for comb
    2 KB (404 words) - 12:13, 5 April 2024
  • ...first bug is only present in Tiberian Sun, when the AI will align with all neutral units on the map. This will also include Tiberium Mutants (VISSML, VISLRG,
    1 KB (228 words) - 12:49, 3 October 2016
  • |Neutral & Special 0House color, cameo "on hold" status and queue count
    5 KB (783 words) - 07:12, 31 March 2023
  • ...n can be called by a crate. Several mods use this to have a crate spawning neutral Brutes, for example.
    11 KB (1,828 words) - 18:20, 10 August 2023
  • * step 3: the building turret returns to its neutral position (pointing top-right by default); for a low ROT, this could take a ...ows the outrigger legs back out again - while the turret turns back to its neutral orientation
    2 KB (288 words) - 13:57, 18 October 2023
  • ...e left behind if the BuildingType was owned by a playable player (i.e. not neutral).
    897 bytes (159 words) - 09:48, 27 November 2009
  • |style="text-align:center;"|{{Y}} {{co|Neutral|grey}} |style="text-align:center;"|{{Y}} {{co|Neutral|grey}}
    6 KB (855 words) - 22:15, 9 July 2022
  • 2=Neutral * [[TiberiumDeathToVisceroid|Visceroids spawning by mutation]] belong to the Neutral house.
    8 KB (990 words) - 16:50, 6 April 2024
  • ...rticle a warhead with {{f|InfDeath|0|link}} and an animation that spawns a neutral infantry looking like a [[Visceroid]], using an armor you selected to be im
    9 KB (1,496 words) - 10:29, 27 November 2009
  • ...e of them will use the animation palette for the mutation animation, and a neutral brute will be spawned instead of a player-owned one. This can happen with e
    3 KB (485 words) - 04:52, 1 July 2009
  • | [RA2/YR only] "Neutral/civilian{{fnl|1}} house owns ????"
    10 KB (1,460 words) - 23:15, 30 January 2024
  • ...o threat rating. It's so annoying if your mod has something that generates neutral infantry opponents that your units and, more importantly, the AI completely ...er than neutral infantry. Since some mods probably use this logic to spawn neutral infantry, this should be optional.
    13 KB (2,268 words) - 05:58, 8 September 2009

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