https://modenc.renegadeprojects.com/api.php?action=feedcontributions&user=Gordon-creAtive&feedformat=atomModEnc - User contributions [en]2024-03-29T09:58:07ZUser contributionsMediaWiki 1.30.0https://modenc.renegadeprojects.com/index.php?title=Creating_a_One-Click-Installer_LAN_version_of_Yuri%27s_Revenge&diff=18246Creating a One-Click-Installer LAN version of Yuri's Revenge2012-05-31T17:37:38Z<p>Gordon-creAtive: First draft</p>
<hr />
<div>This tutorial describes the necessary steps to create a One-Click-Installer version of Yuri's Revenge which is intended for LAN play on modern computers running e.g. Windows 7 and lacking IPX support therefore. This document assumes you're using the english version of the game. This is a fist working draft, but it can be improved on several points. feel free to contribute.<br />
==Putting together the original game files==<br />
* Insert your Red Alert 2 disk an install the game. The serial entered during the installation will not be distributed with the final package, so you can safely use your original one. Only install the game itself, uncheck all other options like Westwood Shared Internet Components.<br />
* Install the last official patch (1.006). It can be found [http://ftp.games.skynet.be/pub/ftp.westwood.com/redalert2/update/RA21006EN.EXE here].<br />
* Copy the following files from the root of the Allied dics to the directory, where ''gamemd.exe'' is located: ''MAPS01.MIX'', ''MULTI.MIX'', ''THEME.MIX'', ''WDT.MIX'' and ''MOVIES01.MIX''.<br />
* Copy the following files from the root of the Soviet dics to the directory, where ''gamemd.exe'' is located: ''MAPS02.MIX'' and ''MOVIES02.MIX''.<br />
* Continue by installing the Yuri's Revenge add-on. The same rules apply.<br />
* Apply the latest patch (1.001) which can be found [http://ftp.games.skynet.be/pub/ftp.westwood.com/redalert2/update/YURI-1001-ENGLISH.EXE here].<br />
* Copy the following files from the root of your Yuri's revenge disc to the directory, where ''gamemd.exe'' is located: ''MAPS03MD.MIX'', ''MULTIMD.MIX'', ''THEMEMD.MIX'' and ''MOVMD03.MIX''.<br />
==Applying community patches==<br />
* Install [http://marshall.strategy-x.com/LaunchBase/LB_Setup.exe LaunchBase].<br />
* Run LaunchBase, click on "Check for Updates/New Mods" in the MenuBar. Install the so-called "YR 1.002 Unofficial Mini-Patch". Start this mod from LaunchBase. Alt-Tab out of the game and '''kill''' LaunchBase from the Task'Manager. Never run it again after that! Remove it's folder.<br />
* Include [http://www.understorm.net/downloads/ts_ra2_lanpatch_1_00.zip?attredirects=0&d=1 this] DLL in the gamemd.exe directory. It will emulate the IPX protocol ontop UDP and enable LAN play on modern systems.<br />
* Apply cracks to both games.<br />
* Apply [http://www.stuffhost.de/files/cnc/ this] patch which optimizes the rendering routines.<br />
* Get [http://www.cncgames.com/downloads/smurf'sutilities.zip Smurf utilities]. '''Only''' copy ''westwood.bik'' to your gamemd.exe folder. Duplicate the file and anme it ''ea_wwlogo.bik''.<br />
==Optional steps==<br />
* [http://ftp.games.skynet.be/pub/ftp.westwood.com/redalert2/freemaps/ Download] and install the official mappacks to the directory where ''gamemd.exe'' is located.<br />
<!--* [http://tx.strategy-x.com/download/download.php?id=TX_v202a Download] and install the Terrain Expansion as well as the corresponding maps from [http://tx.strategy-x.com/?p=multi here].--><br />
* Install the assault mappacks found [http://dc.strategy-x.com/mirrors/cgen/assaultmaps01a.zip here] and [http://dc.strategy-x.com/mirrors/cgen/assaultmaps02a.zip here].<br />
* Include [http://blog.obelisk.ro/2010/09/resolution-fix-for-red-alert-2-yuris.html this] resolution fixer in the root directory.<br />
* Include the "Menu Fix" executable downloadable [http://www.ppmsite.com/forum/viewtopic.php?p=452153&sid=e82c7c611e7b225517dcd54b77226abe#452153 here] in the root folder, so people using Intel graphics and encountering problems can use this tool to fix them.<br />
==Creating the installer==<br />
* [http://nsis.sourceforge.net/Main_Page Download] and install NSIS.<br />
* Create a plain .nis file in the directory above your Red Alert directory.<br />
* Paste the following code in the file:<br />
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;<br />
;; Generate a random number using the RtlGenRandom api<br />
;; P1 :out: Random number<br />
;; P2 :in: Minimum value<br />
;; P3 :in: Maximum value<br />
;; min/max P2 and P3 values = -2 147 483 647 / 2 147 483 647<br />
;; max range = 2 147 483 647 (31-bit)<br />
;; (Taken from http://nsis.sourceforge.net/Rnd,_Rnd64)<br />
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;<br />
!define Rnd "!insertmacro _Rnd"<br />
!macro _Rnd _RetVal_ _Min_ _Max_<br />
Push "${_Max_}"<br />
Push "${_Min_}"<br />
Call Rnd<br />
Pop ${_RetVal_}<br />
!macroend<br />
Function Rnd<br />
Exch $0 ;; Min / return value<br />
Exch<br />
Exch $1 ;; Max / random value<br />
Push "$3" ;; Max - Min range<br />
Push "$4" ;; random value buffer<br />
<br />
IntOp $3 $1 - $0 ;; calculate range<br />
IntOp $3 $3 + 1<br />
System::Call '*(l) i .r4'<br />
System::Call 'advapi32::SystemFunction036(i r4, i 4)' ;; RtlGenRandom<br />
System::Call '*$4(l .r1)'<br />
System::Free $4<br />
;; fit value within range<br />
System::Int64Op $1 * $3<br />
Pop $3<br />
System::Int64Op $3 / 0xFFFFFFFF<br />
Pop $3<br />
IntOp $0 $3 + $0 ;; index with minimum value<br />
<br />
Pop $4<br />
Pop $3<br />
Pop $1<br />
Exch $0<br />
FunctionEnd<br />
<br />
Section "Installer Section"<br />
SetOutPath $INSTDIR<br />
File /r RA2YR ;The name of your YR folder<br />
${Rnd} $0 10000 99999<br />
StrCpy $1 "$0"<br />
${Rnd} $0 10000 99999<br />
StrCpy $1 "$1$0"<br />
${Rnd} $0 10000 99999<br />
StrCpy $1 "$1$0"<br />
${Rnd} $0 10000 99999<br />
StrCpy $1 "$1$0"<br />
${Rnd} $0 10 99<br />
StrCpy $1 "$1$0"<br />
WriteRegStr HKLM "Software\Westwood\Red Alert 2" "Serial" "$1"<br />
WriteRegStr HKLM "Software\Westwood\Yuri's Revenge" "Serial" "$1"<br />
SectionEnd<br />
Page directory<br />
Page instfiles<br />
OutFile RA2YR2.exe ;Filename of the installer<br />
* Customize the script, see comments for help.<br />
* Compile. You're done.</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=Novus_Ordo&diff=17960Novus Ordo2011-01-29T20:15:16Z<p>Gordon-creAtive: Added working download link.</p>
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<div>{{ModBar<br />
|image=Missingshot.png<br />
|ts=yes<br />
|dev=Clazzy<br />
|type=Total Conversion<br />
|dates=December 19th, 2006<br />
|version=Second Public Release<br />
|site=http://www.savagewar.co.uk/<br />
}}<br />
Novus Ordo is an ambitious total conversion for TS, set sixty years in the future with two totally new sides, the Iron Fist and The Order. The end intention is to replace everything from regular TS, including the interface and the terrain. Work began on the 22nd of June 2004 and the mod has a (very) playable public release.<br />
<br />
==Iron Fist==<br />
Essentially the good guys, although they are terrorists in the eyes of The Order. The Iron First are comprised of the military forces of several different countries, all of whom survived invasion (or were simply ignored) by The Order. Although hardly as advanced, their units are sturdy and are still capable of packing a punch. Their units have an emphasis on speed and manueverability, generally being faster than The Order's counterparts. They have a powerful air force and excellently trained infantry, and are easily adaptable for any situation.<br />
<br />
==The Order==<br />
An evil, authoritarian empire who lead a massive invasion, conquering vast portions of the world. The Order take great pride in finding alternative methods to kill opponents, and the weapons that many of their units carry show this. They freeze, maim, fry, EMP and disintegrate their opponents and do it well. They generally have slower units, opting for heavier armour and increased firepower instead. The units are designed to be effective against specific types of unit or structure, instead of having minimum effectiveness against all targets. This means that The Order must use a variety of units together to be successful against any enemy.<br />
<br />
==Release & Download==<br />
<br />
After many weeks of slaying the armies of his faithful pet rat-thing in playtesting, and an untold amount of tweaks and bugfixes, Novus Ordo was released. The mod, in a zipped and up-to-date format can be downloaded below. It includes installation instructions.<br />
<br />
http://clazzy.ppmsite.com/dl/novusordo.zip<br />
<br />
[[Category:Mods and Patches]]</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=Wood&diff=17935Wood2011-01-26T12:33:44Z<p>Gordon-creAtive: </p>
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<div>{{Flag<br />
|values={{Values|bool}}<br />
|default=no<br />
|types={{Categ|Warhead}}<br />
|ra=yes<br />
|cs=yes<br />
|am=yes<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
}}<br />
<br />
This flag determines whether or not a [[Warheads|warhead]] can inflict damage on [[TerrainTypes|terrain objects]] such as trees, and [[OverlayTypes|overlay objects]] with {{f|Wall|yes|link}} and {{f|Armor|wood|link}}.<br />
<br />
==See also==<br />
* {{f|Wall|link}}<br />
* {{f|WallAbsoluteDestroyer|link}}</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=WallAbsoluteDestroyer&diff=17934WallAbsoluteDestroyer2011-01-26T12:33:22Z<p>Gordon-creAtive: Warheads Flags -> Warhead Flags</p>
<hr />
<div>{{Flag<br />
|values={{Values|bool}}<br />
|default=no<br />
|types={{Categ|Warhead}}<br />
|ra2=yes<br />
|yr=yes<br />
}}<br />
<br />
This flag determines whether or not a [[Warheads|warhead]] will instantly destroy [[OverlayTypes|overlay objects]] with {{f|Wall|yes|link}}, regardless of how much damage is actually dealt.<br />
<br />
==See also==<br />
* {{f|Wood|link}}<br />
* {{f|Wall|link}}</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=Wall&diff=17933Wall2011-01-26T12:32:56Z<p>Gordon-creAtive: Warheads Flags -> Warhead Flags</p>
<hr />
<div>==Buildings==<br />
{{Flag<br />
|values={{Values|bool}}<br />
|default=no<br />
|types={{Categ|BuildingTypes}}<br />
|ra=yes<br />
|cs=yes<br />
|am=yes<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
}}<br />
<br />
This flag determines whether or not a [[BuildingTypes|building]] should have special wall construction logic, which will convert it to [[OverlayTypes|overlay object]] when it is created.<br />
<br />
In order for this logic to work as desired&mdash;and ''not'' throw an [[IE]]&mdash;it is necessary for the building's corresponding {{art}} entry to have {{f|ToOverlay|link}} set to a valid overlay object with {{f|Wall|yes|link}}{{sup|[[#Overlay objects|{{arr|d}}]]}}. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut.<br />
<br />
As a special case, {{f|GuardRange|link}} can be used to facilitate faster wall construction.<br />
<br />
===See also===<br />
* {{f|FirestormWall|link}}<br />
* {{f|LaserFencePost|link}}<br />
* {{f|GuardRange|link}}<br />
<br />
==Overlay objects==<br />
{{Flag<br />
|values={{Values|bool}}<br />
|default=no<br />
|types={{Categ|OverlayTypes}}<br />
|ra=yes<br />
|cs=yes<br />
|am=yes<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
}}<br />
<br />
This flag determines whether or not an [[OverlayTypes|overlay object]] should have special logic classifying it as a wall.<br />
<br />
An overlay object with {{f|Wall|yes}} and can be damaged by [[Warheads|warheads]] in the following ways:<br />
{| cellpadding="4" class="table_descrow"<br />
!Flag on warhead<br />
!Result on overlay object<br />
|-<br />
|{{f|Wood|yes|link}}<br />
|Damage, but only if overlay object has {{f|Armor|wood|link}}<br />
|-<br />
|{{f|Wall|yes}}{{sup|[[#Warheads|{{arr|d}}]]}}<br />
|Damage, regardless of {{f|Armor}}<br />
|-<br />
|{{f|WallAbsoluteDestroyer|yes|link}}<br />
|Instant destruction, regardless of the damage dealt<br />
|}<br />
Combinations of these flags results in the most inclusive case.<br />
<br />
==Warheads==<br />
{{Flag<br />
|values={{Values|bool}}<br />
|default=no<br />
|types={{Categ|Warhead}}<br />
|ra=yes<br />
|cs=yes<br />
|am=yes<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
}}<br />
<br />
This flag determines whether or not a [[Warheads|warhead]] can inflict damage on [[OverlayTypes|overlay objects]] with {{f|Wall|yes}}{{sup|[[#Overlay objects|{{arr|u}}]]}}.<br />
<br />
===See also===<br />
* {{f|Wood|link}}<br />
* {{f|WallAbsoluteDestroyer|link}}</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=Tiberium_(INI_flag)&diff=17932Tiberium (INI flag)2011-01-26T12:32:10Z<p>Gordon-creAtive: Warheads Flags -> Warhead Flags</p>
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<div>== Warheads == <br />
<br />
{{Flag<br />
|name=Tiberium<br />
|files={{Ini|Rules}}<br />
|values = {{values|boolean}}<br />
|default= ?<br />
|types={{Categ|Warhead}}<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
|rp=yes<br />
}}<br />
<br />
This flag determines whether or not this warhead's detonation will destroy the Tiberium/Ore present in the detonation cell.<br />
<br />
== [{{f|Powerups|link}}] ==<br />
<br />
{{Flag<br />
|name=Tiberium<br />
|files={{Ini|Rules}}<br />
|values = {{values|Special}}<br />
|default= ?<br />
|types=[{{f|Powerups|link}}]<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
|rp=yes<br />
}}<br />
<br />
Defines the probability of this crate spawning Tiberium/Ore patches when it is collected. See [{{f|Powerups|link}}] for description and format.<br />
<br />
== Random Map Generator ==<br />
<br />
{{Flag<br />
|name=Tiberium<br />
|files={{Ini|RMG}}<br />
|values = {{values|unsigned integers}}<br />
|default= ?<br />
|types=[[Random Map Generator]]<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
|rp=yes<br />
}}<br />
<br />
Determines the default amount of Tiberium/Ore on random maps. Possible values are:<br />
{| align="center" cellpadding="4" class="table_descrowdesccol" style="text-align: center;"<br />
|-<br />
! Value !! 0 !! 1 !! 2 !! 3<br />
|-<br />
! Meaning || Low || Medium || High || Extreme<br />
|}<br />
<br />
== OverlayTypes ==<br />
{{Flag<br />
|name=Tiberium<br />
|files={{Categ|ini=rules}}<br />
|values={{values|boolean}}<br />
|types={{Categ|OverlayTypes}}<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
}}<br />
If set to yes, this OverlayType is treated as Tiberium, in other words, it will use the growth logic applicable to TiberiumTypes. It also has the added side effect of giving this OverlayType {{f|Armor|wood|link}}.<br />
<br />
[[Category: Rules(md).ini Flags]]<br />
[[Category: RMG(md).ini Flags]]<br />
[[Category: Powerups Flags]]</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=Rocker&diff=17931Rocker2011-01-26T12:31:52Z<p>Gordon-creAtive: Warheads Flags -> Warhead Flags</p>
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<div>{{Flag<br />
|values={{values|bool}}<br />
|default=no<br />
|types={{Categ|Warhead}}<br />
|ts=yes<br />
|fs=yes<br />
|ra2=yes<br />
|yr=yes<br />
}}<br />
<br />
This flag determines whether a [[Warheads|warhead]] will have a visual tilting effect on the target if it is a [[VehicleTypes|vehicle]] rendered with [[voxel]] graphics and having an appropriate {{f|locomotor|link}} (ones that pertain to non-flying units only).<br />
<br />
The degree to which the target vehicle tilts away from the point of impact is proportional to the [[Weapons|weapon]]'s base {{f|damage|link}}. It is also dependant on the target's {{f|weight|link}}; heavier vehicles tilt to a lesser degree. If a vehicle is completely overturned it is instantly destroyed.</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=Psychedelic&diff=17930Psychedelic2011-01-26T12:31:38Z<p>Gordon-creAtive: Warheads Flags -> Warhead Flags</p>
<hr />
<div>{{Flag<br />
|values={{Values|boolean}}<br />
|default=no<br />
|types={{Categ|Warhead}}<br />
|yr=yes<br />
|rp=yes<br />
}}<br />
Determines whether or not this is a 'chaos' warhead - if set to <tt>yes</tt>, units affected by this warhead will go berserk for a number of frames specified by the {{f|Damage|link}} of the weapon that invoked this warhead. {{f|Verses|link}} and armor multipliers are taken into account and will affect this.<br />
<br />
Berserk units ignore any orders and will start attacking nearby units, treating friendly units as if they were enemies in its threat scan (unless {{f|BerserkFriendly|yes|link}} is set on the berserk unit).<br />
<br />
Berserk units are tinted using a color from the [{{f|ColorAdd|link}}] section determined by the index specified by [{{f|AudioVisual|link}}]{{arr|r}}{{f|BerserkColor|link}}.<br />
<br />
Units with {{f|ImmuneToPsionics|yes|link}} set are immune to the effects of {{f|Psychedelic|yes|link}} warheads.<br><br />
Units that are owned by the same player as the unit that fired a weapon with a {{f|Psychedelic|yes|link}} warhead will not be affected by that warhead.<br />
<br />
{{Bugs}}<br />
*Unlike human players, the AI can still issue orders to berserk units so sometimes such units may not appear to be berserk despite having been hit by a {{f|Psychedelic|yes|link}} warhead and having a tinted appearance. This is most noticeable in non-[[ShortGame|short games]] when an AI player sells up and makes their 'last ditch' attempt to attack their enemy.<br />
*[[AircraftTypes]] can be affected by {{f|Psychedelic|yes|link}} warheads [if a chaos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted.</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=ProneDamage&diff=17929ProneDamage2011-01-26T12:30:07Z<p>Gordon-creAtive: Warheads Flags -> Warhead Flags</p>
<hr />
<div>{{Flag<br />
|name=ProneDamage<br />
|files={{Categ|ini=rules}}<br />
|types={{Categ|Warhead}} / {{Categ|General}}<br />
|values={{values|Floats}}<br />
|default=100%<br />
|ra=yes<br />
|cs=yes<br />
|am=yes<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
|rp=yes<br />
}}<br />
<br />
This flag defines a multiplier to damage all {{tt|InfantryType}}s receive from this [[Warhead]] while prone (at least in {{yr}}, that means "after it has played its {{f|Down|link}}= sequence and before it has played {{f|Up|link}}= or {{f|Deploy|link}}= sequences afterwards"). It is a direct multiplier to {{f|Damage|link}} applied before the {{f|Verses|link}} has been calculated.<br />
<br />
It is a global setting (in {{sl|General}}) in RA1, and is a Warhead property in TS and later.</div>Gordon-creAtivehttps://modenc.renegadeprojects.com/index.php?title=Parasite&diff=17928Parasite2011-01-26T12:29:46Z<p>Gordon-creAtive: Warheads Flags -> Warhead Flags</p>
<hr />
<div>{{Flag<br />
|values={{Values|boolean}}<br />
|default=no<br />
|types={{Categ|Warhead}}<br />
|ra2=yes<br />
|yr=yes<br />
|ares=yes<br />
}}<br />
<br />
Specifies whether or not the firer themselves will physically enter the target on warhead impact, to cause its effects from within. This effect is used on the Terror Drone in conjunction with {{f|LimboLaunch|yes|link}} ("become the bullet") to give the appearance of the Drone jumping inside a vehicle and dismantling it from the inside.<br />
<br />
Parasites are, of course, protected whilst they are inside a target as they cannot be hit by conventional weapons (their 'host' is hit instead). However, {{f|Sonic|yes|link}} weapons will evict a parasite from its target.<br />
Repair Depots and Repair IFVs will instantly eliminate any parasite contained within the vehicle being repaired.<br />
<br />
Setting {{f|Parasite|yes}} will make the infested target rock and produce sparks, even if {{f|Rocker|no|link}} is set (however if you set {{f|Rocker|yes}} then the weapon damage will be dealt with each rock of the target rather than over time).<br />
<br />
If the parasite destroys the target then it will emerge, unscathed, however if the target is destroyed by another weapon whilst the parasite is inside then the parasite will be destroyed as well (so it may be in the interest of the target's owner to destroy the target themselves if they cannot get it repaired in time, to avoid the parasite infesting further units).<br />
<br />
Units with {{f|Parasiteable|no|link}} set cannot be targetted by warheads with {{f|Parasite|yes}} set.<br />
<br />
Friendly units cannot be attacked by parasites (even using force-fire) unless the warhead also has {{f|AffectsAllies|yes|link}} set.<br />
<br />
Warheads that also have {{f|MindControl|yes|link}} set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target.<br />
As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator.<br />
<br />
{{Bugs}}<br />
*If a friendly unit is mind-controlled (e.g. Yuri Clone) and then you infest it with a parasite (e.g. Terror Drone), but then kill the enemy that is mind-controlling your unit, your unit will revert back to your ownership but the parasite will remain inside and continue to damage it.<br />
*If a parasite destroys an airborne unit then the parasite will appear, unscathed, on the ground beneath the destroyed airborne unit.<br />
*There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in {{Ares}} by using {{f|MindControl.Permanent|yes}}.<br />
*Limbo'd MC-parasites never return from limbo but stay loaded in the game's memory until the game ends. This does not affect the defeat conditions for the game, but memory will be leaked.<br />
<br />
==See also==<br />
*[[LimboLaunch]]<br />
*[[SuppressionThreshold]]<br />
*[[MindControl]]</div>Gordon-creAtive