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- ...ncyclopedia]], the user-expandable guide to modding Command & Conquer. All RA2/YR INI flags are accessable by typing their name into the box to the le All links should work normally now. If there are any issues left, let me know.2 KB (347 words) - 02:08, 6 December 2012
- ...modifying their behaviour (how they do their damage) is generally limited. All though it is possible to add more superweapons to the list, the {{f|Type|li ...n a hardcoded issue and is to do with the xxxtypes section, which lists of all the units in the game. The list looks like this:5 KB (920 words) - 16:43, 22 January 2015
- CSF files contain all the ingame texts of RA2 (ra2.csf) and YR (ra2md.csf). They can be edited ei4 KB (703 words) - 13:48, 12 December 2021
- EVA-voices are saved in the corresponding mixes as .wav files. All sounds in RA2/YR (and probably TS/FS too) should be in IMA ADPCM Format at #*Make sure that you get the capitalization and the spelling the same for all of the entries or the new sounds will not work!3 KB (579 words) - 06:53, 25 July 2011
- ...more than 101 buildable units (those without TechLevel=-1) and they're not all in the first 101 lines of the list, the AI will go nuts - it'll build the l Just make sure to check the INI flags for each civilian unit. All of them have TechLevel=11 or -1, ThreatPosed=0, AmbientSound=xxx, and so on4 KB (622 words) - 22:40, 18 July 2023
- ...licit [WeaponTypes] list in the rules, the game builds one internally from all the weapons that are loaded via objects. This list is used by certain ingam8 KB (1,156 words) - 10:54, 27 November 2009
- All warheads deal damage depending on {{f|Verses|link}}, which set percentage o3 KB (485 words) - 09:39, 5 November 2022
- **Build a different unit, queue all five, cancel the different unit unless you want it.3 KB (521 words) - 07:01, 30 August 2020
- Crates are the box-like objects that appear in all C&C games and grant bonuses (or 'surprises') to the player that collects th1 KB (154 words) - 22:05, 11 February 2020
- (all self-explanatory). ...nts is set on the structure itself, by setting its {{f|Primary|link}}. So, all infantry fire the same weapon inside the structure.3 KB (396 words) - 09:42, 27 November 2009
- ...om EIP values. As such, if you do have an unexplained IE, you should check all of the known causes. ...s that this value is not divided by, so there shouldn't be an exception at all... Will contact Apollo who submitted this as the cause. ''//[[User:DCoder|D20 KB (3,373 words) - 17:39, 2 April 2024
- *Not all known bugs are fixed - this is due to limitations of modding (which might b2 KB (333 words) - 00:31, 14 June 2011
- These INIs' names were not given correctly by [[XCC Mixer]]. They all consist of localization strings for objects defined in [[rules.ini]] and/or3 KB (478 words) - 10:38, 30 August 2011
- ...pansion. It is broken down per theatre as not all additions are present in all theatres for various reasons. * Poland flag building now shows up in all theatres, not just arctic.2 KB (335 words) - 21:06, 4 September 2018
- ...ry small multiplier, say 0.01, then [[FreeUnit]] will cease to function on all your buildings - i.e. the free unit will not appear.3 KB (453 words) - 14:22, 23 April 2020
- ...u can now close [[XCC:Mixer|XCC Mixer]] and [[XCC Mix Editor|Mix Editor]]. All you have left to do is to delete the [[WAV]] file from your [[RA2]] directo - All you need is XCC Mixer 1.478 KB (1,376 words) - 09:53, 14 June 2021
- 1. You need to list all the [[InfantryTypes]] that you would like to spawn using MakeInfantry logic ...heir {{tt|[[Warhead|warheads]]}}. However the limitation is that they will all spawn the same [[InfantryType]].<br>7 KB (1,153 words) - 22:10, 9 July 2022
- ...han the default 50%, and the developers implemented this by simply setting all [[VehicleTypes]]' {{f|Soylent|link}} to match the {{f|Cost|link}} (rather t ...e generally accepted work-around to this problem is to set the Soylent for all units to match the multiplier(s) offered by the [[FactoryPlant|Industrial P4 KB (724 words) - 10:33, 27 November 2009
- ...player games (network/internet) and cause the current game to end, forcing all players back to the main menu. ...lAlert 2|FA2]] trigger [[Actions (maps)/RA2YR|action]] <[[reveal|16 reveal all map]]> in a multiplayer game can lead to reconnection error.2 KB (291 words) - 01:25, 24 April 2018
- This section of [[Rules|rules(md).ini]] is a zero-starting list of all available countries in the game. {{f|SmartAI|link}} is yes for all countries playable in Multiplayer.10 KB (1,436 words) - 20:34, 15 January 2011
- ...t.ini coding. N is the number of the docking position, and will be used if all the docks with smaller N are used up. N starts at 0, not at 1. X, Y and Z a ...p to 16 docking locations. They'll work perfectly as long as you make sure all the <tt>DockingOffsets=</tt> are within the structure's <tt>Foundation=</tt4 KB (743 words) - 23:25, 25 February 2021
- ...eral factors. Whenever a cameo is added to the tab, the game iterates over all the existing cameos comparing each of them with the new cameo in turn. ; Compare their {{f|Cost|link}} for player's house, taking into account all applicable cost multipliers2 KB (239 words) - 08:06, 5 November 2015
- First of all, update Yuri's Revenge to the latest version, [[YR Patch|1.001]]. Make sure Finally, it seems that all MP game modes must have the following entry:8 KB (1,531 words) - 20:29, 11 March 2011
- What many newbies overlook is that all of the [[INI]]s are written in plain English and 99%{{fnl|1}} of the tags a If all of the above failed, and people still sent you here, try searching the very5 KB (943 words) - 10:39, 7 December 2009
- ObjectTypes is the class from which all objects that can be seen on the map, such as Animations, Particles, Overlay2 KB (288 words) - 10:22, 27 November 2009
- In all {{Ini|Rules}} based C&Cs, <tt>Projectile=</tt> determines which Projectile5 KB (594 words) - 18:49, 30 June 2021
- ...passed is an important factor in how that Type= may operate, although not all Types= require an Action= as they may simply trigger the whole event by the All of these are case-insensitive.6 KB (944 words) - 04:14, 11 December 2009
- {{HorizontalBar|Instead of using these mix files as catch-all archives, it is recommended to follow the original mix file organization wh ...rding to {{theguide}}. Since, in the original game, local.mix holds almost all object-related graphics, and elocal*.mix works for the same file types, it11 KB (1,823 words) - 09:42, 26 October 2023
- ...using ammo on non-[[AircraftTypes]] is often buggy, in the sense that not all flags work or have the desired effect. This also means AircraftTypes requir ...ammo every 30 seconds, up until it's maximum amount of 10 rounds. This is all visible to the player, because the PipScale is drawn. Note that, in some ca8 KB (1,416 words) - 14:28, 19 December 2023
- A list of all locomotors and their purposes follows:10 KB (1,675 words) - 13:26, 7 January 2024
- To edit INI files, all you need is a plain text editor, although additional functionality such as5 KB (783 words) - 18:09, 25 July 2016
- TD/RA1(shp): all in-game art except terrain. RA2/YR uses this format to ease the game translation. It contains all the strings displayed by the game, referenced by keyword. If you try to cal4 KB (630 words) - 16:50, 17 July 2011
- {{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}} Ares DLL expands logic onto all prefixes, not just G, N, C, Y.2 KB (314 words) - 15:33, 6 July 2021
- Stalin is dead, Europe is free, all is well.3 KB (309 words) - 15:58, 8 August 2015
- This format repeats until all the lines in the image have been accounted for.4 KB (693 words) - 19:01, 7 September 2018
- ...ues in sound(md) vary in their capitalization. In eva(md), they're allways all-caps. In addition, there sometimes is a blank space between the <tt>Priorit4 KB (741 words) - 00:21, 6 September 2020
- In all {{Ini|Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[We3 KB (441 words) - 20:55, 25 May 2019
- ...those which have a positive {{f|ROT|link}} value) can follow their targets all over the map, unless they are tagged as {{f|Ranged|link}}.3 KB (430 words) - 20:47, 10 July 2018
- ...AI builds each building including defenses and things like sending SHK to all TESLA thanks to different building IDs. ...e list the power plants that are built by the AI when it needs more power (All powerplants AI builds are this, except first one). It is a good idea to set17 KB (2,462 words) - 12:37, 25 December 2020
- All cheat codes must be entered in main menu screen.<br> ...ble for the {{Tt|SYNC*.txt}} file writing, which are created by default in all multiplay games).6 KB (1,031 words) - 03:17, 19 December 2011
- |style="background:#78f078;"|'''No lag at all'''. "Tiled" lights cause lag when placing them down, overlapping, destroyin Using an alpha image is fairly easy: First of all, you need the actual image. Create it, turn it into an SHP, and store it yo6 KB (863 words) - 10:58, 22 April 2020
- Now, many modders get confused by all those radii, angles and stuff. Well, it's easy to comprehend, if you know w4 KB (679 words) - 14:06, 14 September 2020
- All values are case-insensitive. Any other values will simply be ignored and th ...}} grid illustration]] <code>3x3REFINERY</code> is an unusual shape. While all other foundation values are rectangles, this one has an empty cell in the c6 KB (828 words) - 09:05, 14 February 2023
- ThreatPosed=10 ; This value MUST be 0 for all building addons ThreatPosed=15 ; This value MUST be 0 for all building addons3 KB (427 words) - 09:18, 27 November 2009
- Now for test give them some of their own units all must have the owner test and test only,the same applies for naval. You will ThreatPosed=10 ; This value MUST be 0 for all building addons7 KB (1,088 words) - 09:47, 27 November 2009
- ...are cached while loading the game, and used ingame for whatever reason. ''All .[[SHP|shp]] format animations used ingame'' '''must''' ''be defined in thi ...screwed up the list enumeration at #209 by including new entries there. So all animations after that point have shifted +4 positions further down the list28 KB (3,392 words) - 09:24, 27 November 2009
- ...the turret/barrel of that voxel also assume the same point as 0,0,0. Thus, all three parts of the unit have the same axes of rotation. The Z axis of rotat Voxel bounds are useful for shrinking the unit in any, or all, directions as well. It is an excellent way to make slight size adjustments5 KB (856 words) - 12:44, 8 December 2018
- ...]=yes</tt> / <tt>[[FlakScatter]]=yes</tt>, though this might hold true for all projectiles with a ROT greater than 0 and Inaccurate or FlakScatter (needs3 KB (537 words) - 21:19, 27 July 2022
- ...its, like Hover Craft and Robot Tanks or even the TS GDI APC, to dock with all {{f|UnitRepair|yes|link}} buildings for repairs, regardless if it's land-ba4 KB (631 words) - 07:51, 2 January 2023
- All available SpeedTypes:1 KB (224 words) - 21:09, 15 August 2019
- ...d their AI Editor, this can cause a lot of problems for modders that write all their scripts by hand.35 KB (3,846 words) - 00:35, 16 August 2019
- ...th. In effect, this means that upgrades do not require a Strength value at all, as they cannot be independently damaged anyway.6 KB (849 words) - 16:17, 29 July 2021
- ...the player performs a certain task; e.g. has destroyed X unit, or captured all X buildings. These triggers are what lets the player actually complete a mi ...ete a mission, or as the case my be, fail it if a certain "protect this at all costs" object is destroyed.23 KB (3,424 words) - 13:11, 25 August 2020
- This section takes the form of a list starting from 1= and lists all possible campaigns. In RA2 and YR it is pointless adding anything to this l ...edge) and y distance (from top edge) that this corner is placed at and are all set to 20 by convention. They are for the 640x480 and 800x600 loadscreen re8 KB (1,464 words) - 12:55, 17 July 2021
- According to the example below, all [PTROOP] s will be named "Psi Commando" in the game.862 bytes (124 words) - 10:45, 27 November 2009
- ...hange [[ImmuneToRadiation]] to "no" on the Desolator, he will not shoot at all when deployed. ...or. While the former seemed totally unharmed, the latter would not fire at all when deployed.7 KB (1,150 words) - 15:51, 26 June 2023
- |extver=<i>All versions</i>.342 bytes (46 words) - 02:46, 31 December 2012
- ...s] that other bugs will be found by [the] community."]. All in all, the amount of problems and anger was so big that even pd came back to post ...s.renegadeprojects.com/showthread.php?tid=741&pid=9901#pid9901 VK declared all RockPatch Documentation on ModEnc unofficial].10 KB (1,609 words) - 18:08, 25 July 2016
- ...nquer [[Yuri's Revenge|Yuri's Revenge]] by evening out the technologies of all three factions: Allies, Soviets, and Yuri. This mod gives the Soviets and ...forces were seriously overpowered. Cheap Magnetron was pulling enemy tanks all the time, and it was difficult to stop them, while additionally Yuri was us23 KB (3,867 words) - 16:42, 30 June 2022
- Specifies the keyboard shortcut used to select all selectable objects (objects with {{f|IsSelectableCombatant|yes|link}}).328 bytes (47 words) - 09:46, 27 November 2009
- ...th the Dropship. If there are no other units, the Dropship won't appear at all.2 KB (244 words) - 22:20, 28 September 2022
- ...atDamage|C4Warhead||link}} is used to deal the damage, which is the sum of all contained Tiberium bails with their respective Tiberium's {{f|Power||link}} The logic does not work. All flags are parsed and the damage is calculated correctly, but no damage is d1 KB (226 words) - 23:18, 6 February 2020
- When enabled, this flag causes damage from virtually all sources (weapons, particles, animations, etc.) to be nullified. The only kn451 bytes (65 words) - 23:35, 6 February 2020
- Determines whether bridges can be destroyed at all. Despite being listed under {{s|CombatDamage|link}} in {{ini|rules|link}},379 bytes (59 words) - 12:47, 8 February 2020
- When enabled, this makes all [[AllowedToStartInMultiplayer|initial units]] in skirmish games start with497 bytes (74 words) - 13:16, 8 February 2020
- ...s in the interval 0 - this value (inclusive) are considered "allowed", and all others are disabled.2 KB (333 words) - 18:58, 16 June 2022
- This, however, doesn't have to be a bad thing at all. After all, you're a modder. Go try it out.5 KB (784 words) - 18:23, 13 November 2023
- ...he result is a [[Help:Values#Floating_Point_Values|floating point value]], all decimal places are ignored. Also, if the result is less than 1, it is bumpe999 bytes (146 words) - 03:14, 29 November 2009
- ...ts [[Strength]], then the game will crash once repair starts. This applies all types of repair that make use of the {{tt|RepairStep}} tag.1 KB (170 words) - 13:20, 13 January 2015
- ...{ts}} and {{ra2}} and their expansions, if {{f|SeparateAircraft|no|link}}, all buildings with {{f|HoverPad|yes|link}} spawn the first aircraft listed in {840 bytes (130 words) - 10:33, 27 November 2009
- ...et to 'no', the aircraft will hover over their target until they have used all of their ammo, or kill it*. Named after American comedian Jerome 'Curly' Ho <nowiki>*</nowiki> In {{ts}}, if disabled, all armed aircraft with a [[ROT#On_Projectiles|{{f|ROT>1}} projectile]] (i.e. t975 bytes (163 words) - 20:04, 16 September 2022
- ...Defense|yes|link}} [[TeamTypes]] before even trying to create other Teams (all [[AITriggerTypes]] which don't include such teams will be treated as if the822 bytes (133 words) - 10:19, 27 November 2009
- ...rt thinking that any trigger including at least one such team doesn't have all of its conditions met and thus cannot be executed. See also {{f|MinimumAIDe514 bytes (82 words) - 10:18, 27 November 2009
- ...{{f|IsBaseDefense|yes|link}} set before even trying to create other Teams (all [[AITriggerTypes]] which don't include such teams will be treated as if the483 bytes (75 words) - 10:47, 27 November 2009
- ...ry unit that is listed in the [[InfantryTypes]] list and is defined as per all other infantry units.453 bytes (71 words) - 21:17, 11 January 2020
- ...ildingType]] that has {{f|Helipad|yes|link}} set. This list should include all aircraft with {{f|AirportBound|yes|link}} set in order to make sure that pr1 KB (190 words) - 10:24, 27 November 2009
- ...ly value that will work correctly, and even then the game will assume that all cliffs are 4 cells high.608 bytes (108 words) - 11:48, 9 December 2019
- ...to them and if the unit in question was the target. Otherwise no damage at all is inflicted on anyone and the projectile remains at the same height as the2 KB (255 words) - 08:24, 20 August 2020
- ...|yes|link}}, and that airstrike is subsequently aborted. This applies to ''all'' airstrike weapons, regardless of [[side]] or unit.411 bytes (58 words) - 09:22, 27 November 2009
- ...ag will control the damage amount inflicted by your super. It is global to all super weapons with {{f|Type|IonCannon|link}}.672 bytes (108 words) - 15:57, 21 August 2023
- Specifies the multiplier applied to armour of all {{f|BuildingTypes|link}} owned by this country except which has {{f|BuildCa344 bytes (48 words) - 11:30, 10 July 2017
- Specifies a multiplier to the armour applied to all {{f|BuildingTypes|link}} which have {{f|BuildCat|Combat|link}} set owned by326 bytes (47 words) - 09:25, 27 November 2009
- Specifies the multiplier applied to {{f|Cost|link}} of all {{f|InfantryTypes|link}} owned by this country.259 bytes (38 words) - 11:23, 10 July 2017
- Specifies the multiplier applied to {{f|Cost|link}} of all {{f|VehicleTypes|link}} owned by this country.371 bytes (57 words) - 11:25, 10 July 2017
- Specifies the multiplier applied to {{f|Cost|link}} of all {{f|AircraftTypes|link}} owned by this country.259 bytes (38 words) - 11:17, 10 July 2017
- Specifies the multiplier applied to the cost of all {{f|BuildingTypes|link}} with {{f|BuildCat|Combat|link}} set owned by this288 bytes (43 words) - 11:20, 10 July 2017
- Specifies the multiplier applied to {{f|Cost|link}} of all {{f|BuildingTypes|link}} owned by this country except which has {{f|BuildCa353 bytes (51 words) - 11:22, 10 July 2017
- Specifies the multiplier applied to {{f|Speed|link}} of all {{f|InfantryTypes|link}} owned by this country.260 bytes (38 words) - 11:26, 10 July 2017
- Specifies the multiplier applied to {{f|Speed|link}} of all {{f|VehicleTypes|link}} owned by this country.259 bytes (38 words) - 11:27, 10 July 2017
- Specifies the multiplier applied to {{f|Speed|link}} of all {{f|AircraftTypes|link}} owned by this country.260 bytes (38 words) - 11:26, 10 July 2017
- Specifies the multiplier applied to the build time of all {{f|InfantryTypes|link}} owned by this country.258 bytes (38 words) - 11:15, 10 July 2017
- Specifies the multiplier applied to the build time of all {{f|VehicleTypes|link}} owned by this country.257 bytes (38 words) - 11:16, 10 July 2017
- Specifies the multiplier applied to the build time of all {{f|AircraftTypes|link}} owned by this country.258 bytes (38 words) - 11:07, 10 July 2017
- Specifies the multiplier applied to the build time of all {{f|BuildingTypes|link}} owned by this country except which has {{f|BuildCa357 bytes (51 words) - 11:14, 10 July 2017
- Specifies the multiplier applied to the build time of all {{f|BuildingTypes|link}} with {{f|BuildCat|Combat|link}} set owned by this294 bytes (44 words) - 11:09, 10 July 2017
- Specifies the "Rate of Fire" multiplier applied to all weapons owned by that country. Specifies the "Rate of Fire" multiplier applied to all weapons in that difficulty.1 KB (225 words) - 09:05, 29 October 2023
- *All GDI countries use sidec01.mix *All Nod countries use sidec02.mix2 KB (404 words) - 12:13, 5 April 2024
- This section of [[Rules|rules(md).ini]] is a list of all available warheads in the game. Rumor has it that weapons' warheads work ev5 KB (672 words) - 13:52, 7 January 2011
- Lists all base defense structures of Allied faction for AI base building & targeting278 bytes (46 words) - 12:28, 17 October 2012
- Once the decision is made, all buildable base defenses will be converted into a weighted distribution base795 bytes (125 words) - 09:13, 27 November 2009