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  • Specifies the last frame of this [[particle]]'s [[animation]] sequence. Applies only to particles that use [[SHP]]-based [[image]].
    391 bytes (52 words) - 11:46, 13 February 2020
  • ...or not this [[particle]] should expire as soon as its [[image|animation]] sequence [[EndStateAI|ends]]. Applies only to particles that use [[SHP]]-based [[ima
    769 bytes (114 words) - 12:35, 13 February 2020
  • | Infantry with missing image in rules.ini (same as missing sequence in art.ini).
    20 KB (3,373 words) - 17:39, 2 April 2024
  • Sequence=SealSequence
    4 KB (675 words) - 14:30, 30 March 2008
  • ...if'' it has instead a {{f|Next|link}} flag so that the last animation of a sequence of animations invoked by InfDeath 9 ''does'' have a {{f|MakeInfantry|link}}
    7 KB (1,153 words) - 22:10, 9 July 2022
  • Sequence=GISequence
    7 KB (1,150 words) - 15:51, 26 June 2023
  • ...f its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.
    1 KB (189 words) - 23:56, 24 March 2013
  • ...sed because InfantryTypes cannot have an Explosion= defined. The animation sequence must be listed in the [Animations] section of RULES.INI and defined in ART. Each elements in this sequence corresponds to the assignment of [Warhead] > InfDeath=<int>
    3 KB (487 words) - 04:55, 13 May 2023
  • {{f|[[NotHuman]]|yes}} makes an [[InfantryType]] always use the sub-sequence specified by {{f|Die1|link}} when it is killed, regardless of the value of * {{f|Sequence|link}}
    987 bytes (150 words) - 18:58, 23 December 2009
  • |In {{Ra}}, twirly death (small arms); afterwards, {{f|Die1|link}} sub-sequence of the killed infantry ...d Alert, explosion death (high explosive); afterwards, {{f|Die2|link}} sub-sequence of the killed infantry
    6 KB (855 words) - 22:15, 9 July 2022
  • | {{Ini|Art}} || Object's Image || {{f|Sequence|link}} || Sequence Name || 0 ||
    4 KB (495 words) - 10:09, 27 November 2009
  • ...ucted to fire after the same number of frames passes, each trigger in that sequence will fire one frame later than the previous. A comparison to real time is m
    755 bytes (121 words) - 10:00, 27 November 2009
  • ProneDamage=100% ; multipler to apply to damage when infantry use prone sequence in art
    9 KB (1,496 words) - 10:29, 27 November 2009
  • | colspan=9 | Starts an ion storm sequence to run for P2 seconds{{fnl|5}}.
    24 KB (2,791 words) - 21:05, 21 October 2023
  • | colspan=9 | Starts an ion storm sequence to run for P2 frames
    19 KB (2,202 words) - 09:43, 17 February 2023
  • ...oy-weapon firing timing than other units to coincide with the unit’s art Sequence.
    2 KB (259 words) - 15:54, 26 June 2023
  • ...ll sequence regardless. It will fire again immediately after the animation sequence is over. ...er words, if the weapon's burst delay is shorter than the firing animation sequence, the animation will end prematurely (unless it's the last burst).<br/>Note
    3 KB (397 words) - 11:56, 9 January 2023
  • The infantry [[Sequence]] used by this [[InfantryType]] should specify the [[SHP]] file frames to u
    447 bytes (54 words) - 18:16, 23 December 2009
  • * [[Sequence]]
    343 bytes (47 words) - 20:31, 4 January 2010
  • * [[Sequence]]
    334 bytes (47 words) - 23:02, 4 January 2010

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