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  • | style="padding-left: 3px;" | {{Tt|Build aircraft type}} | style="text-align: center;" | Aircraft#
    36 KB (4,073 words) - 16:34, 7 December 2022
  • | {{Tt|Ratio of Team Aircraft | colspan=9 | HOUSE's percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other
    20 KB (2,217 words) - 15:20, 20 May 2024
  • | {{Tt|Ratio of team aircraft ...{{obsolete|Yuri's Revenge|{{tt|Ratio of team aircraft}}}}AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other
    20 KB (2,299 words) - 15:20, 20 May 2024
  • This is a fairly easy method of adding a suicide bomber aircraft and/or it's superweapon. ''Note: Requires RockPatch 1.06 or later.'' ''Note ...n it detonated, although it is not really there. And ''Suicide=yes'' on an aircraft-fired weapon results in an [[IE]]. This is obviously not what you'd want. T
    9 KB (1,143 words) - 21:33, 10 July 2021
  • ...ws for control of a soldier, but it allows for controlling of vehicles and aircraft. It also allows departure from buildings into the open air environment with
    2 KB (337 words) - 19:30, 7 July 2009
  • ...ile can be modified in various ways by giving it weapons. Just like normal aircraft, spawned missiles are highly sensitive to the ROF of weapons given to them, ...ct will continue firing it as long as the target is within range (like the Aircraft Carrier) or manually stopped. It could also be that this is not determined
    6 KB (1,011 words) - 22:52, 18 November 2011
  • ...fired as a superweapon, the following instructions will help you create an aircraft that can load vehicles and drop them on parachutes: First, you make yourself an aircraft. The stats are up to you, but it needs to have:
    2 KB (384 words) - 14:30, 30 March 2008
  • ...aps)#ts_ATTACHED_TAG|Infantry]],</li><li>[[Aircraft_(maps)#ts_ATTACHED_TAG|Aircraft]], and</li><li>[[TeamTypes]] {{arr|r}} [[Tag]]</li></ul>
    4 KB (631 words) - 11:03, 31 January 2024
  • ...is the parent class of the main objects of the game - Infantry, Vehicles, Aircraft and Buildings. This class derives from ObjectType, but again, no object of ...[[InfantryTypes|infantry]], [[VehicleTypes|vehicles]], and [[AircraftTypes|aircraft]].
    28 KB (3,163 words) - 20:48, 15 August 2019
  • Specifies the [[Animation]] to play as a trailer behind this [[AircraftTypes|aircraft]] or [[Projectile|projectile]] object. For attaching trailers to other anim
    511 bytes (64 words) - 13:52, 2 October 2022
  • ...aditional toxic gas. In fact, ANY type of weapon can be trail-fired behind aircraft, but it makes most sense with gas. The following technique works in both TS ...ou have fixed, or know how to fix, the GasCloudSys. Then, make yourself an aircraft. Stats don't really matter, but it needs to have the following weapon:
    2 KB (261 words) - 12:13, 12 August 2010
  • The following tutorial is based on the [[Creating a Chemtrail aircraft]] tutorial I did earlier. Please read said tutorial for a basic understandi ...ber to put the AirburstWeapon on a Dummy unit, or you'll get IEs! Once the aircraft flies over its target, the weapon will spawn x instances of the AirburstWea
    1 KB (183 words) - 19:45, 24 April 2008
  • ...ypes may use certain types of animations. For example, in Tiberian Sun, an aircraft type may not utilise a turret animation. ...a major setback for some types of voxel, such as especially long ships or aircraft, but not a big problem with most voxels which are generally no larger than
    6 KB (1,005 words) - 16:51, 22 January 2024
  • ...he projectile of the aircraft's weapon must have {{f|AA|yes|link}} and the aircraft itself must have {{f|Fighter|yes|link}}.
    414 bytes (59 words) - 09:11, 27 November 2009
  • * A [[TaskForces|TaskForce]] lists the objects (units, infantry, aircraft) that should be involved in this Team
    840 bytes (122 words) - 17:31, 23 June 2008
  • ...nd on service depots and, better yet, allows an airpad to come with a free aircraft - but we can't use it because of the damned IE!<br>Not so much of a problem *Make Fighters/Aircraft Cloakable with their own cloaking unit and can dogfight, ATA without {{tt|J
    13 KB (2,268 words) - 05:58, 8 September 2009
  • * '''{{f|DamageParticleSystems|link}}''' When a tank, ship or aircraft (or anything else with {{f|Organic|no|link}}) is damaged into yellow condit
    20 KB (3,012 words) - 17:55, 2 April 2024
  • Please note that, while {{tt|PoseDir}} is used when an aircraft is created, once it departed, returned, and connects to the landing pad, it PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)
    3 KB (483 words) - 10:01, 27 November 2009
  • ...with <tt>[[Factory]]=</tt> set to its corresponding type (Unit, Infantry, Aircraft, Building) and an <tt>[[Owner]]</tt>ship identical to the object that is be
    5 KB (796 words) - 13:21, 12 August 2010
  • ...to plug this in, the following article should serve as an overview of how aircraft behaviour is influenced by certain characteristics of the weapons they carr ...behaviour is further affected by FlyBy and FlyBack. A special case is for aircraft using the spawned missile locomotor. The last column describes the resultin
    7 KB (1,254 words) - 00:09, 13 June 2012

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