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  • ;Tank Bunkers == Tank Bunkers (vehicle garrisons) (YR) ==
    3 KB (396 words) - 09:42, 27 November 2009
  • ===Tank Bunker / Sell Unit IEs=== *There are two IEs that can occur after using a 'Sell Unit' superweapon on a tank-bunkered unit. Both of these IEs can yield seemingly random EIP values (due
    20 KB (3,373 words) - 17:39, 2 April 2024
  • ...tures (aircraft -> AFC, harvester -> refinery, vehicles -> repair bay/tank bunker, ships -> shipyard). Docking can repair/reload/unload the unit or fortify i ...he service depot. The Tank Bunker can hold units inside because it has <tt>Bunker=yes</tt> set. The AFC can hold only aircraft on it because of <tt>Helipad=y
    4 KB (743 words) - 23:25, 25 February 2021
  • ...ets a unit in a Tank Bunker an [[Internal Error]] will occur when the Tank Bunker is destroyed or sold. As such you should avoid using the SellUnit Action.
    5 KB (771 words) - 19:34, 15 December 2007
  • ...e power abilities, could be restored and more. Also fix the Sell Unit from Bunker Bug. *Make a kind of "spy tank" which makes vehicles able to act like infantry spies - just that they're v
    14 KB (2,256 words) - 05:58, 8 September 2009
  • ...pons' <tt>[[Damage]]=</tt> when those weapons are fired from inside [[Tank Bunker]]s.
    288 bytes (40 words) - 00:03, 4 March 2007
  • ...weapons' <tt>[[ROF]]=</tt> when those weapons are fired from inside [[Tank Bunker]]s.
    294 bytes (42 words) - 00:03, 4 March 2007
  • ...to the weapons' <tt>[[Range]]=</tt> when they are fired from inside [[Tank Bunker]]s. Unlike the <tt>[[OccupyWeaponRange]]=</tt> flag, this is a bonus becaus
    389 bytes (59 words) - 00:03, 4 March 2007
  • ...[[Bunkers#Tank_Bunkers_.28vehicle_garrisons.29|Tank Bunker]], affects the bunker itself (<tt>no</tt>) or the unit inside (<tt>yes</tt>).<br><br> ...t is empty (and other buildings/units that have the same armor type as the bunker), although the effect can be mitigated by using a low verses value.
    779 bytes (134 words) - 22:50, 25 March 2007
  • *Fixing of the "Tank Bunker only allows ground locomotor units" issue (it should allow hover locomotor ...continued to work normally (second choice), or C) selling a 'broken' Tank Bunker did not cause an Internal Error.
    13 KB (2,268 words) - 05:58, 8 September 2009
  • | See [[Internal_Error#Tank_Bunker_/_Sell_Unit_IEs|Tank Bunker / Sell Unit IEs]]
    30 KB (4,812 words) - 11:40, 7 June 2023
  • ...ead transfer damage to units inside a bunker object (such as the Yuri Tank Bunker). (Default no) ; [[CLDisableBlue]] : Disable the blue effects of RGB? (Used on Mirage Tank to ensure the color of impact)
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...functional art such as silo anims, repair depot anims, grinder anims, tank bunker anims, and weapon charging anims.
    514 bytes (85 words) - 00:12, 6 August 2021
  • |'''Occupy Tank Bunker''' ...|Bunkerable|no|link}} set will enter the nearest vacant structure with {{f|Bunker|yes|link}} set if it is owned by the owner of the task force or any of its
    39 KB (6,281 words) - 22:44, 4 February 2024