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  • |types={{Categ|General}} The speed of radar event rectangle rotation. Higher values mean faster rotation
    493 bytes (49 words) - 16:53, 3 January 2024
  • |types={{Categ|General}} ...he color brightness fluctuates, while the hue remains fixed, determined by the radar event type. Higher values mean faster brightness shift.
    616 bytes (69 words) - 16:53, 3 January 2024
  • |types={{Categ|General}} Lists [[BuildingTypes]] that count as {{tt|FACTORY}} in the [[The Prerequisite System|prerequisite system]].
    551 bytes (79 words) - 08:31, 19 April 2021
  • |types={{Categ|General}} Lists [[BuildingTypes]] that count as {{tt|BARRACKS}} in the [[The Prerequisite System|prerequisite system]].
    555 bytes (79 words) - 08:31, 19 April 2021
  • ...|Type|GeneticMutator|link}} when {{sl|General|MutateExplosion|no}} is set. The super weapon will subject each [[InfantryType]] in a 3x3 area to a one-shot
    420 bytes (63 words) - 10:20, 27 November 2009
  • ...Type|GeneticMutator|link}} when {{sl|General|MutateExplosion|yes}} is set. The super weapon will deal 10,000 damage in this case.
    367 bytes (52 words) - 10:20, 27 November 2009
  • |types={{Categ|General}} Specifies the animation that is used as a wake effect when an object is moving on or over
    413 bytes (69 words) - 10:52, 27 November 2009
  • |types={{Categ|General}} ...hen a unit using a Drop Pod to arrive lands. It is the animation depicting the Drop Pod fading away.
    823 bytes (142 words) - 21:34, 13 July 2021
  • =={{anchor|General||}}For [General]== |types={{Categ|General}}
    1 KB (143 words) - 09:51, 27 November 2009
  • |types={{Categ|General}} ...object is destroyed which specifies a number of debris, but doesn't define the precise debris to use. Also used (in {{yr}} only) when a warhead specifies
    697 bytes (114 words) - 13:42, 20 March 2024
  • |types={{Categ|General}} ...s the "beam" of a striking Ion Cannon, or, if replaced by a modder, simply the first animation played when a Super Weapon with {{f|Type|IonCannon|link}} i
    570 bytes (94 words) - 10:13, 27 November 2009
  • |types={{Categ|General}} ...normal {{sl|CombatDamage|SplashList}} logic takes over. Originally used by the Lightning Storm Superweapon.
    531 bytes (78 words) - 10:54, 27 November 2009
  • |types={{Categ|General}} (RA), {{Categ|CombatDamage}} (TS - YR) ...(in minutes) between a unit with {{f|C4|yes|link}} placing a C4 charge and the charge detonating.
    353 bytes (60 words) - 09:42, 27 November 2009
  • In this section of [[Rules.ini|rules(md).ini]], the game's side lists are located. .... No game element is known to refer to the side indexes, so the order that the sides are ultimately listed internally is irrelevant.
    2 KB (404 words) - 12:13, 5 April 2024
  • ...section of [[Rules|rules(md).ini]] is a list of all available warheads in the game. Rumor has it that weapons' warheads work even if not listed, however, There is no logical reason for omitting the list entry, and as such you should not expect help on an unlisted warhead.
    5 KB (672 words) - 13:52, 7 January 2011
  • |types={{Categ|General}} In RA this allows finer difficulty control for the campaign.
    203 bytes (32 words) - 03:06, 7 December 2019
  • |types={{Categ|General}} ...f all AI [[Houses]] within a game will ally against the human player(s) if the situation looks "bad" for them. Can be set to 'yes' or 'no'.
    1 KB (228 words) - 12:49, 3 October 2016
  • ...Hyper, the CLSIDs listed in this section are actually valid and defined in the game EXE, just unused and never called upon. ...news post: https://ppmforums.com/topic-47517/ai-generals-in-tiberian-sun; the research thread with more information (PPM account required): https://ppmfo
    8 KB (1,355 words) - 12:54, 25 December 2020
  • This section contains a list of colors used for various purposes in the game, most notably to differentiate various players ([[Houses]]) from each ...generated. Hue remains constant. Saturation curves through color space as the value component changes so that darker colors become more saturated.
    5 KB (783 words) - 07:12, 31 March 2023
  • ...Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What's not listed doesn't get parsed and therefore doesn't exist. ...al unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new ty
    2 KB (287 words) - 14:43, 23 September 2021

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