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  • ...isibleInGame=yes should only be used on objects that have an effect on the terrain, but should not themselves be visible such as the lightposts. #Not all human players in the game have the same version of the YR Terrain Expansion installed.
    2 KB (291 words) - 01:25, 24 April 2018
  • ...ttings are located. Note that the game's AI relies on more than just these flags, and, at least for some of us, only the slightest modification of them has ...f [[Owner]], [[Prerequisite]], are able to "see" through Shroud/unexplored terrain and are capable of recognizing cloaked units.
    17 KB (2,462 words) - 12:37, 25 December 2020
  • |Same as '''AmphibiousCrusher''', additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry. |When pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
    4 KB (631 words) - 07:51, 2 January 2023
  • ...fault units with different SpeedTypes are affected differently by the same terrain. See [[LandTypes]] for more information. ...f|SpeedType|Winged|link}} will always grant 100% movement ability over any terrain.
    1 KB (224 words) - 21:09, 15 August 2019
  • ..., use <tt>MovementRestrictedTo=</tt> with one of [[SpeedType#Terrain_Types|terrain types]] - Clear, Rough, Road, Water, [[Tiberium]], Rock, Beach... [[Category:INI Flags]]
    1 KB (176 words) - 14:57, 4 August 2021
  • == Applicable INI Flags == {{Applicable INI Flags}}
    35 KB (3,846 words) - 00:35, 16 August 2019
  • ...{{f|GDIBarracks|link}}, {{f|NODBarracks|link}} and {{f|YuriBarracks|link}} flags. |Terrain
    4 KB (632 words) - 11:36, 5 November 2012
  • ...d. A section with the same name also exists in [[Terrain Control INI files|terrain control files]]. == Applicable INI Flags ==
    37 KB (3,739 words) - 10:47, 19 April 2022
  • ...ows whether a defender can be crushed by an attacker, depending on how the flags {{f|Crusher|link}}, {{f|Crushable|link}}, {{f|OmniCrusher|link}} and {{f|Om '''The flags in detail:'''
    4 KB (722 words) - 10:55, 27 November 2009
  • ...Terrain Types|terrain type]] of the tile etc.), are defined by the [[Tools#Terrain editing|.tmp file]] of the tile. This list describes which terrain control file is responsible for which theatre. (See [[Theatres|here]] for a
    1 KB (213 words) - 11:18, 20 August 2006
  • ...;Determines if the warhead can damage terrain Create an airplane and give it a primary weapon with the following flags:
    9 KB (1,143 words) - 21:33, 10 July 2021
  • ...|SHP}} extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the [[Theat ...apply. Objects with {{f|Theater|yes}} will furthermore not accept most art flags such as {{f|ActiveAnim|link}} or {{f|Palette|link}}.
    1 KB (213 words) - 11:49, 24 March 2023
  • ...in {{ts}} through {{yr}}. They constitute the solid, mostly indestructible terrain upon which [[TerrainTypes|every]] [[OverlayTypes|other]] [[TechnoTypes|game Each TMP file holds one terrain piece called '''tile'''. Tiles come in various shapes, each comprised of on
    5 KB (763 words) - 08:43, 20 April 2022
  • ...number of flags and conditions governing what attacks what how in {{yr}}. Flags used link to their explanations where possible, and several community sites ...or whatever reason (more below) the [[Primary]] will ''always'' attack the terrain tiles first. The [[Secondary]] if not explicitly allowed to do so will be i
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...s that provide the smooth transitions between LAT and non-LAT tiles; these flags appear in the simple format of {{f|<Terrain_1>To<Terrain_2>Lat}}. An exampl
    5 KB (751 words) - 13:43, 26 August 2019
  • ...ge contains details on how the system works and also lists any related INI flags. * The way map lighting affects terrain is altered. This is visible, sometimes in rather subtle changes in map ligh
    2 KB (329 words) - 02:10, 28 August 2012
  • ...ny terrain is passability, i.e. how well units can traverse it. In {{td}}, terrain tiles were simply either passable or not. In {{ra}}, this system was expand LandTypes are essentially different types of terrain. Every terrain [[TMP|tile]] has a parameter linking it to a specific LandType.
    4 KB (593 words) - 17:29, 14 February 2024
  • ...visual [[SmudgeTypes|smudges]]. Deformation is controlled by the following flags: ...head will create a 2x2 or 3x3 crater on impact, depending on the available terrain.
    1 KB (159 words) - 22:42, 16 August 2019
  • |files={{Categ|Terrain Control INI}} <small style="font-size:90%;">(only the relevant flags were included)</small>
    740 bytes (107 words) - 11:37, 19 April 2022
  • ...ally referred to as TileSets) define certain characteristics to a group of terrain [[TMP|tiles]], such as [[AllowTiberium|whether Tiberium/ore can grow on the == Applicable INI Flags ==
    3 KB (388 words) - 10:35, 14 February 2024