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  • ...essential to CnC, even more than harvesting. A Weapon is a combination of Weapon-specific data, warhead, and projectile. ...game first checks for the [[animation]] &amp; [[sounds|sound]] set in the weapon to display them;<br>
    8 KB (1,156 words) - 10:54, 27 November 2009
  • ...this was the case then take a look at the changes you applied to that unit/weapon/whatever and see if there are any mistakes.<br> | Airburst weapon bullet was null. If you have {{f|Airburst|yes|link}} or {{f|Splits|yes|link
    20 KB (3,373 words) - 17:39, 2 April 2024
  • ...t contains the "rules" of the game &ndash; the properties of every object, weapon, warhead, etc. in the game. For any C&C game from {{Ra}} to {{Yr}}, this is *[[:Category:Rules(md).ini Flags|Rules(md).ini Flags]]
    9 KB (1,263 words) - 02:37, 22 February 2024
  • ...uld produce a very thin red line to its target just prior to it firing its weapon. It was only used on the Titan and apart form that is unused. The original ...ileLauncher] weapon to give the GGI laser guided missiles. Find the chosen weapon in [[rules]].ini and add the following code to the end of its stats:
    3 KB (495 words) - 14:55, 30 March 2008
  • ...t (not in {{Yr}}, unless a mod has included the [[SellUnit|Sell Unit super weapon]]) or sent to a [[Grinding|Grinder]] ({{Yr}} only), or the building when it [[Category:rules(md).ini Flags]]
    4 KB (724 words) - 10:33, 27 November 2009
  • '''Note:''' You cannot define a weapon in the main rules and then give it to a unit in a mode file. Doing so will ...s, create a dummy, non-buildable unit in the main rules first and give the weapon to that unit.<br>
    8 KB (1,531 words) - 20:29, 11 March 2011
  • |types={{Categ|Weapon|Weapons}} ...=</tt> determines which Projectile {{sup|[[#As_an_Object|{{arr|d}}]]}} a [[weapon]] should use.
    5 KB (594 words) - 18:49, 30 June 2021
  • ...ng ammo on non-[[AircraftTypes]] is often buggy, in the sense that not all flags work or have the desired effect. This also means AircraftTypes require a de The ammo and reloading system is controlled by several INI flags:<br>
    8 KB (1,416 words) - 14:28, 19 December 2023
  • |types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}} ...Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact.
    3 KB (441 words) - 20:55, 25 May 2019
  • ...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 ==AI-related Flags in {{yr}}==
    17 KB (2,462 words) - 12:37, 25 December 2020
  • ...others as well. Such structures are completely immune to normal [[Weapons|weapon]] damage and thus cannot be destroyed in the standard way. They however ''a ===New Values and Flags===
    6 KB (828 words) - 09:05, 14 February 2023
  • * Weapon (Note: Superweapons override weapons, so structures may not have both) ...s. Both {{f|Primary|link}} and {{f|Secondary|link}} must point to the same weapon if the upgrade is to provide it. If you set them to be two different weapon
    6 KB (849 words) - 16:17, 29 July 2021
  • :After I commented out the flags on the first three and made the Deso "yes" again, everything worked fine. :ImmuneToPsionicWeapons=yes and Assaulter=no were the only other flags I added to the GI/Sniper/GGI. I disabled all of them and reactivated one at
    7 KB (1,150 words) - 15:51, 26 June 2023
  • ...ier to damage when a building designated as {{f|PrismType|link}} fires its weapon supported by other buildings of the same type. ...100 ''again'' for each such case. Which results in a severely overpowered weapon.
    1 KB (205 words) - 14:18, 4 December 2020
  • ...ly occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined. ...unit does not have a [[Primary#Current_Primary_Weapon|''current'' primary weapon]]) ''and'' has not specified its own [[DeathWeapon#For_TechnoTypes|{{tt|Dea
    2 KB (289 words) - 20:04, 31 May 2012
  • Flags in Powerups are listed as {{co|Cratename|green}}={{co|X|blue}},{{co|Y|purpl |+'''Explanation of {{tt|[Powerups]}} flags, default YR values, availability'''
    11 KB (1,828 words) - 18:20, 10 August 2023
  • Specifies the main weapon of the [[TechnoType]] for which this flag is set.<br> The {{tt|Primary}} weapon is always used when:
    1 KB (243 words) - 11:56, 27 November 2009
  • |types={{Categ|Weapon|Weapons}}, {{Categ|Particles}}, {{Categ|VoxelAnims}}, {{Categ|Animations}} ...nimation/debris/particle delivers. The {{f|Verses|link}} and other warhead flags can alter this number before it is applied to the affected object(s).
    2 KB (376 words) - 21:25, 5 April 2024
  • |types={{Categ|Weapon|Weapons}} ...can be set with <tt>[[IsHouseColor]]</tt> and ''possibly'' other coloring flags applicable to <tt>[[IsLaser]]=yes</tt> weapons.
    421 bytes (71 words) - 18:48, 10 March 2007
  • ...th {{f|Acceleration|link}} and the weapon's {{f|Speed}}. It also makes the weapon able to shoot slightly farther than its {{f|Range|link}} would suggest, and See the affecting flags of [[Gravity]] and [[BallisticScatter]].
    1 KB (171 words) - 12:51, 11 September 2018

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