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  • | AI does not have any buildings available for it to build. Check {{f|BuildConst|link}}=, {{f|BuildPower|lin ...ular/Third)PowerPlant= lists will cause an IE the moment any of your Power buildings get destroyed or sold as long as you own a Construction Yard. YR mods that
    20 KB (3,373 words) - 17:39, 2 April 2024
  • #Using the Invisible=yes or InvisibleInGame=yes flags. These are often used to create a Mine Layer unit so modders need to seek a #Including DestroyAnims on buildings.
    2 KB (291 words) - 01:25, 24 April 2018
  • Buildings ...SpeedDefensesMult= have been excluded because the tags are useless because buildings and defense do not require a speed value and as such there is nothing to mu
    10 KB (1,436 words) - 20:34, 15 January 2011
  • <tt>Dock=</tt> specifies which buildings this object can dock with, for whatever purpose. In order to make the docki ...bay has <tt>UnitRepair=yes</tt> and <tt>NumberImpassableRows=1</tt>, which flags it as an area passable by any <tt>VehicleType</tt>. In TS, <tt>NonVehicle=y
    4 KB (743 words) - 23:25, 25 February 2021
  • ...tly created. The main four object types - Infantry, Vehicles, Aircraft and Buildings - are derived from TechnoTypes which derives from this one. == Applicable INI Flags ==
    2 KB (288 words) - 10:22, 27 November 2009
  • ...ng ammo on non-[[AircraftTypes]] is often buggy, in the sense that not all flags work or have the desired effect. This also means AircraftTypes require a de The ammo and reloading system is controlled by several INI flags:<br>
    8 KB (1,416 words) - 14:28, 19 December 2023
  • ...re used on Tiberian Sun, FireStorm, Red Alert 2 and Yuri's Revenge to make buildings, infantry, animations, cameos (sidebar icons), among many other things. The *Flags[uint8] Special flags. It can be any number
    4 KB (693 words) - 19:01, 7 September 2018
  • ...ttings are located. Note that the game's AI relies on more than just these flags, and, at least for some of us, only the slightest modification of them has ==AI-related Flags in {{yr}}==
    17 KB (2,462 words) - 12:37, 25 December 2020
  • '''WARNING: 0x0 buildings do NOT expand the base even when {{f|BaseNormal|yes|link}}!''' ===New Values and Flags===
    6 KB (828 words) - 09:05, 14 February 2023
  • ...t Tanks or even the TS GDI APC, to dock with all {{f|UnitRepair|yes|link}} buildings for repairs, regardless if it's land-based Service Depot or a water-based N [[Category:INI Flags]]
    4 KB (631 words) - 07:51, 2 January 2023
  • ...de system that GDI had. Upgrades are buildable animations placed on top of buildings that provide additional features such as extra power or different weapons. [[PowerUpXLocXX|PowerUp#LocXX]]= '';The x offset from the buildings draw position for this powerup animation''
    6 KB (849 words) - 16:17, 29 July 2021
  • :After I commented out the flags on the first three and made the Deso "yes" again, everything worked fine. :ImmuneToPsionicWeapons=yes and Assaulter=no were the only other flags I added to the GI/Sniper/GGI. I disabled all of them and reactivated one at
    7 KB (1,150 words) - 15:51, 26 June 2023
  • RepairSell=1 ; allowed to choose repair or sell of damaged buildings SellBack=2 ; allowed to sell buildings
    5 KB (784 words) - 18:23, 13 November 2023
  • ...ing designated as {{f|PrismType|link}} fires its weapon supported by other buildings of the same type. [[Category:Resetting Flags]]
    1 KB (205 words) - 14:18, 4 December 2020
  • ==Effect On Vehicle Production Buildings== [[Category:Jumpjet Flags]]
    852 bytes (129 words) - 12:51, 29 April 2024
  • ...ows whether a defender can be crushed by an attacker, depending on how the flags {{f|Crusher|link}}, {{f|Crushable|link}}, {{f|OmniCrusher|link}} and {{f|Om '''The flags in detail:'''
    4 KB (722 words) - 10:55, 27 November 2009
  • ...or measuring longer distances where [[lepton]]s are too small. Several ini flags express their value in cells, for example, a weapon's {{f|Range|link}}, a w ..., 3 in TS - YR). Buildings can span multiple cells, and most do. Among the buildings occupying only one cell are the TD Guard Tower/Gun Turret, RA Ore Silo/Kenn
    837 bytes (141 words) - 09:44, 27 November 2009
  • *Deal no damage to [[Unit:Harvester|harvesters]], buildings, [[Unit:Terror Drone|Terror Drones]] and spawned missiles *[[:Category:Particles Flags|Particles Flags]]
    9 KB (1,496 words) - 10:29, 27 November 2009
  • ...s (possibly related to [[Building:Refinery|Refinery]] code, since they are buildings), the coders of YR decided to use the same construct for the Slave Miner. T ...ype" hack is still applied. Thus, all we need to do is put deploy/undeploy flags on the soldiers we would like to treat as one kind, and we're set:
    10 KB (1,746 words) - 16:05, 21 May 2022
  • ...t class of the main objects of the game - Infantry, Vehicles, Aircraft and Buildings. This class derives from ObjectType, but again, no object of this class is ...om vehicles (MCVs) and pre-placed (such as Tech buildings and urban combat buildings)).
    28 KB (3,163 words) - 20:48, 15 August 2019
  • ...solution to this is to make sure all countries are listed as owners of all buildings. ...9|link}}, {{f|Allied|ceva049|link}} and {{f|Yuri|cyur049|link}} (leave the flags themselves present).
    4 KB (649 words) - 18:08, 3 June 2012
  • |Mission used by buildings when they are initially placed. |Mission used by buildings during deconstruction, i.e. when they're sold.
    5 KB (726 words) - 19:47, 8 June 2023
  • ...cripts define what the AI controlled units actually do, like "attack enemy buildings", "gather just outside our own base", "move to nearest {{tt|GACNST}}", and ...the lines indexed from {{Tt|0}} to {{Tt|49}} in ascending order. No other flags are read from that section, so nothing is stopping you from adding stuff li
    2 KB (389 words) - 11:33, 7 June 2023
  • ...number of flags and conditions governing what attacks what how in {{yr}}. Flags used link to their explanations where possible, and several community sites ...to flags like [[PercentAtMax]], but changes the amount of damage taken by buildings drastically as size increases. A {{f|Damage|100|link}} weapon with a CellSp
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ==Buildings== Combinations of these flags results in the most inclusive case.
    3 KB (407 words) - 13:48, 24 March 2023
  • ...probability to spawn as survivors instead of ordinary crew from units and buildings if the unit or building is armed, i.e. it has a weapon or it is occupied. T [[Category:INI Flags]]
    942 bytes (158 words) - 08:01, 13 March 2013
  • ...g animations from layering improperly with other animations and with other buildings, but less useful for solving layering issues between building animations an The related flags {{f|ActiveAnimTwoZAdjust|link}}, {{f|ActiveAnimThreeZAdjust|link}}, and {{f
    1 KB (143 words) - 18:10, 3 July 2021
  • ...se units are immediately sent out after the attacker. This only applies to buildings that are not [[insignificant]] and do not have a [[Primary|weapon]], i.e. a [[Category:INI Flags]]
    5 KB (817 words) - 00:31, 20 January 2024
  • ..., if those are not present then it could be the free units that comes with buildings like harvesters. In pre-placed units/structures, the first built is the fir On 0,2 (Attack buildings) - Attack the first building produced by the enemy.
    4 KB (685 words) - 08:32, 31 October 2018
  • In addition to unit speeds, LandType governs whether [[Buildable|buildings can be constructed on the terrain or not]]. [[Category:INI Flags]]
    4 KB (593 words) - 17:29, 14 February 2024
  • ...n game, the health box on a vehicle will appear the same way as they do on buildings, and the height of the health box depends on the size/height of the unit. [[Category:Resetting Flags]]
    1 KB (187 words) - 12:04, 5 October 2022