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  • ...up or down accordingly. A unit can only be hit by such projectiles if they go directly into them and if the unit in question was the target. Otherwise no ...projectile fired by AircraftTypes with an Acceleration value of -200 will go in wide circles and rarely if ever actually hit the target.
    2 KB (255 words) - 08:24, 20 August 2020
  • This flag specifies the game's "go-to" [[warhead]] used in several hardcoded cases:
    1 KB (164 words) - 19:28, 29 November 2022
  • These details are shared with our associated lenders to go through the eligibility criteria for the loan.
    1 KB (233 words) - 13:52, 14 August 2019
  • If {{sl|CombatDamage|BerzerkAllowed|yes|link}} is set, the cyborg can go berzerk if it is damaged. In {{Ra2}} and {{Yr}} the berzerk ability is not
    1 KB (189 words) - 23:56, 24 March 2013
  • The projected health cannot go below -30 hitpoints, and it will increase every 4 frames until it equals th
    4 KB (615 words) - 12:28, 15 April 2020
  • ...aos' 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 we
    2 KB (267 words) - 23:58, 24 March 2013
  • ** if it's a BuildingType with {{f|InvisibleInGame|yes|link}}, go to the next item.
    17 KB (1,974 words) - 19:56, 1 January 2019
  • For more information about what a CSF file is, go to the [[CSF|CSF page]].
    17 KB (2,822 words) - 02:42, 22 February 2024
  • ...lock up the game. I suggest increasing this limit as high as it can easily go. ...es though. This would also include PrimeAbilities= and MasterAbilities= to go along with VeteranAbilities= and EliteAbilities=. This would also like a Pr
    7 KB (1,176 words) - 10:47, 27 November 2009
  • Still assuming the Twinkle Animation is TWNK1, go to {{tt|[TWNK1]}} in [[art.ini|artmd.ini]] and modify it to look like this: ...r types|Armors]] are not bound to [[Category|categories]], so you can just go to {{tt|[SLAV]}} and replace {{tt|Armor{{equal}}none}} with {{tt|Armor{{equ
    9 KB (1,496 words) - 10:29, 27 November 2009
  • :So who wants to go over the existing pages adding TD/CO, RA/CS/AM, and TS/FS to them as necess
    7 KB (1,251 words) - 10:37, 27 November 2009
  • | {{Tt|Go Berzerk}}
    20 KB (2,217 words) - 15:20, 20 May 2024
  • | {{Tt|Go Berzerk}}
    20 KB (2,299 words) - 15:20, 20 May 2024
  • ...iki>. (Note that "Template:" of content is omitted because inclusion calls go to the template namespace by default.)
    3 KB (399 words) - 21:57, 25 July 2023
  • ...ing out and where it lands, I made it land just short of where tires could go, i also changed Elasticity= tag to stop the ore from bouncing. You will have to go through every unit and change these tags to suit the unit cost, you might n
    5 KB (970 words) - 10:23, 27 November 2009
  • |Wait a while, then go into hunt mission
    5 KB (726 words) - 19:47, 8 June 2023
  • Like {{f|PowerPlant|link}}, this must go under a side section. For the Allies and Soviets, you merely have to put th
    732 bytes (122 words) - 10:26, 27 November 2009
  • Your new code should go in the {{Tt|Ares}} folder, the YRPP folder should not be modified without a
    9 KB (1,455 words) - 03:15, 25 October 2014
  • Now go forth and learn! And if there's something you already know but the ModEnc d
    778 bytes (140 words) - 12:08, 20 January 2023
  • ...Particles - they spawn their own Particles when needed, tell them where to go, how to act and when to die. There are no unmanaged Particles in the game, * '''{{sl|CombatDamage|DefaultSparkSystem}}''' In YR, if Robot Tanks go offline, this ParticleSystem will be spawned every once in a while.
    20 KB (3,012 words) - 17:55, 2 April 2024

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