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  • {{HorizontalBar|[[Ra2.csf]] redirects here. If the part about the file itself grows large enough, move it there.}} ...e:Cc_advancedsettings.png]] If you're looking for the technical details on the CSF file format, see [[CSF File Format]] instead.}}
    4 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 If you plan to distribute your [[mod]] with sounds, the use of [[XCC Mod Creator]] is recommended.
    3 KB (579 words) - 06:53, 25 July 2011
  • ...the game first checks for the [[animation]] &amp; [[sounds|sound]] set in the weapon to display them;<br> The warhead is then delivered to it's target by the projectile;<br>
    8 KB (1,156 words) - 10:54, 27 November 2009
  • :allow ground-based {{f|VehicleTypes|link}} to go in for the same. Buildings that allow infantry to garrison inside need the following tags:
    3 KB (396 words) - 09:42, 27 November 2009
  • ...ving it to the modder to know what could have caused the error and to find the cause in their mod's changes. # Check if the EIP reported in your except.txt file matches an EIP for which the IE cause is known (see below).
    20 KB (3,395 words) - 14:53, 16 May 2024
  • ...le. For [[Generals]] and everything else based on the [[SAGE]] [[engine]], the INI-system is more complex and wide-spread. ...game other than what the rules.ini allows for{{fnl|1}}. Not everything in the game is customizable. Features that cannot be modified are called [[hardcod
    9 KB (1,263 words) - 02:37, 22 February 2024
  • ...you have the SHP file, let's call it {{Tt|example.shp}}, you need to tell the game to use it: *Open the {{Ini|art}} file.
    931 bytes (172 words) - 20:15, 21 December 2020
  • Specifies the list index of {{tt|rulesmd.ini}}{{arr|r}}[{{f|General|link}}]{{arr|r}}{{f|AnimToInfantry|link}} to refer to to determine which [[ ...] 8 or 9 then the resulting [[InfantryType]] will be given to the owner of the killing unit.
    7 KB (1,153 words) - 22:10, 9 July 2022
  • |ets=yes // DC: not in the executable, who added this? --> ...({{Yr}} only), or the building when it is sold using the Sell button from the sidebar.
    4 KB (724 words) - 10:33, 27 November 2009
  • ...ules|rules(md).ini]] is a zero-starting list of all available countries in the game. ...one of the most common questions asked by new modders. This should provide the necessary information regarding this subject.
    10 KB (1,436 words) - 20:34, 15 January 2011
  • This is a tutorial on creating and editing MP mode ini files, and some of the problems you may encounter. ...tutorial assumes you already have a reasonable understanding of modifying the <tt>rulesmd.ini</tt> file.
    8 KB (1,531 words) - 20:29, 11 March 2011
  • Mix files can be read, edited and created using the [[XCC Mixer]] and the [[XCC MIX Editor]], both created by [[Olaf van der Spek]]. They can be down ...ific purpose as detailed below. Using mix files correctly is important for the correct execution of your mod.
    11 KB (1,823 words) - 09:42, 26 October 2023
  • ...his object, before any multipliers are applied (such as Country bonuses or the [[FactoryPlant|Industrial Plant]]). ...ve been deducted from the player. When the unit is 50% constructed, 50% of the final cost will have been deducted, and so on).
    3 KB (427 words) - 09:47, 27 November 2009
  • ...mmunity addon that may be used by the end user. Most reserved mix files at the moment are for Yuri's Revenge. ...i Multi-Player score screen and a selection confirm dialog box, updates to the new urban oil derrick, altered versions of several maps and updated rulesmd
    4 KB (636 words) - 11:41, 11 January 2021
  • ...after: The "number of rounds carried between reloads", i.e. how many shots the object has before it needs to be/gets reloaded. ...ue is -1, which means "unlimited ammo". This is also the default value for the flag.
    8 KB (1,416 words) - 14:28, 19 December 2023
  • ...Olaf van der Spek) Part of the [[XCC|XCC Utilities]] suite of programs. ''The'' most important tool. * A lot more on the [http://en.wikipedia.org/wiki/List_of_text_editors List of Text Editors on
    5 KB (783 words) - 18:09, 25 July 2016
  • This is intended as an index of the file types. For info about editing these files, click each header. This format is used as the container for the game's data files. Also see [[XCC]].<br>
    4 KB (630 words) - 16:50, 17 July 2011
  • ...at least for some of us, only the slightest modification of them has sent the AI into a coma. ==General Information about RA2/YR's AI==
    17 KB (2,462 words) - 12:37, 25 December 2020
  • ...fired once at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{f|Primary|link}} set then {{f|Explodes|yes|link}} will ...proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.
    3 KB (444 words) - 12:55, 16 October 2022
  • [[Image:alphatst.jpg|thumb|250px|Simple lightpost test, using the original alphatst.shp]] ...ined by the brightness of the pixels. This allows a total customization of the light's shape.
    6 KB (863 words) - 10:58, 22 April 2020
  • ...]] defines a list of .[[SHP|shp]] animations that are cached while loading the game, and used ingame for whatever reason. ''All .[[SHP|shp]] format animat The entries in this list are used for various reasons:
    28 KB (3,392 words) - 09:24, 27 November 2009
  • * The X axis increases to the right. * The Y axis increases towards the screen.
    5 KB (856 words) - 12:44, 8 December 2018
  • ...ay. So, reordering it is not advised. However, there are several errors in the default array that really should be corrected by any modder. See next secti Note that structures can be loaded into the game even without being in this list, if they are referenced by a tag that
    35 KB (3,846 words) - 00:35, 16 August 2019
  • |types={{Categ|General}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}} Specifies the (case-insensitive) name of the [[CSF]] string which contains this object's display name.
    862 bytes (124 words) - 10:45, 27 November 2009
  • |types={{Categ|General}}, {{Categ|Houses}}, {{Categ|Countries}}, {{Categ|TechnoTypes}}, {{Categ|Te Plain-text name of this object used to output the object's name. In {{ra2}} and {{yr}}, it is largely superceded by {{f|UINam
    2 KB (303 words) - 11:35, 20 December 2023
  • |types={{Categ|General}} This is one of the several Veteran Factors that control the bonuses given by {{f|VeteranAbilities|link}} and {{f|EliteAbilities|link}}.
    1 KB (205 words) - 09:55, 24 March 2021
  • |types={{Categ|General}} ...'' stack, meaning that a SIGHT elite bonus will '''not''' further increase the sight of a unit with a SIGHT veteran bonus.
    916 bytes (147 words) - 17:09, 30 May 2012
  • |types={{Categ|General}} ...stack, meaning that a {{tt|ROF}} elite bonus will '''not''' further modify the rate of fire of a unit with a {{tt|ROF}} veteran bonus.
    2 KB (256 words) - 09:53, 24 March 2021
  • This list was created before the announcement of RockPatch2; a new list should be created above. *[http://www.cnc.2ya.com/ Revolution: Retaliation of the civilians]
    1 KB (203 words) - 00:23, 1 December 2015
  • ...t" and "Hell March 2" for Boss China; and "GLA Hunger" and "GLA Chant" for the GLA, obviously. ...he player to rely solely on capturing flags for profit and base building. The faction symbols have been replaced by golden versions with five stars each
    2 KB (342 words) - 13:33, 22 January 2010
  • ...ed soldier), and new campaign modes. The following is a promotional ad for the enhancement: ...the mining fields. Many people say that Yuri's side is imbalanced, but not the whole YR gaming community. those first never truly noticed that other ones
    23 KB (3,867 words) - 16:42, 30 June 2022
  • |types={{Categ|General}} ...Both this animation and the one set under {{f|IonBeam|link}} are played at the same time.<br>
    901 bytes (152 words) - 10:13, 27 November 2009
  • In this section of [[Rules|rules(md).ini]], the game's Special Weapons settings are located. Note that this section was obs <!-- [[Category:General Editing Information]] -->
    1 KB (128 words) - 10:34, 27 November 2009
  • ...ish games start with elite status ('''note:''' ''not'' veteran), excluding the [[MCV]] itself. ...i|rules|link}}, this flag is actually read from {{s|SpecialFlags|link}} in the map.
    497 bytes (74 words) - 13:16, 8 February 2020
  • ...in return, determines what the AI can and can't do automatically, through the minimum IQ numbers set in <tt>[IQ]</tt>. In this section of [[Rules|rules(md).ini]], the game's IQ settings are located. It lets you set a minimum IQ number require
    5 KB (784 words) - 18:23, 13 November 2023
  • |types={{Categ|General}} ...set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool).
    999 bytes (146 words) - 03:14, 29 November 2009
  • |types={{Categ|General}} {{tt|RepairRate}} specifies the number of minutes between:
    401 bytes (63 words) - 10:30, 27 November 2009
  • |types={{Categ|General}} {{tt|RepairStep}} specifies the number of hitpoints that are recovered:
    1 KB (170 words) - 13:20, 13 January 2015
  • |types={{Categ|General}} {{tt|URepairRate}} specifies the number of minutes between applying {{f|RepairStep|link}} to units being rep
    320 bytes (50 words) - 10:46, 27 November 2009
  • |types={{Categ|General}} {{tt|IRepairRate}} specifies the number of minutes between applying {{f|IRepairStep|link}} to [[InfantryType
    331 bytes (50 words) - 10:07, 27 November 2009
  • |types={{Categ|General}} {{tt|IRepairStep}} specifies the number of hitpoints that are recovered:
    808 bytes (110 words) - 10:07, 27 November 2009
  • ==For [General]== |types={{Categ|General}}
    2 KB (215 words) - 10:43, 27 November 2009
  • |types={{Categ|General}} .... The aircraft appears docked to the building regardless of whether or not the building has {{f|Helipad|yes|link}} set.
    840 bytes (130 words) - 10:33, 27 November 2009
  • |types={{Categ|General}} The specific infantry units that are recovered are set by {{f|Crew|link}} in {{
    782 bytes (114 words) - 16:42, 7 August 2011
  • |types={{Categ|General}} ...r American comedian Jerome 'Curly' Howard (with a typo, of course), one of the Three Stooges.
    975 bytes (163 words) - 20:04, 16 September 2022
  • |types={{Categ|General}}, {{Categ|AircraftTypes}},{{Categ|InfantryTypes}}, {{Categ|BuildingTypes}} ...height (in [[lepton]]s) that this aircraft will fly at. The value in [{{f|General|link}}] serves as a default value in case a particular aircraft doesn't spe
    544 bytes (79 words) - 05:19, 25 January 2016
  • |types={{Categ|General}} ...one player at a time. The AI will only switch focus to another player when the previous enemy is defeated, or when another enemy player constantly attacks
    1,005 bytes (164 words) - 23:47, 14 January 2023
  • |types={{Categ|General}} ...</b> This tag is not in the rules file by default. It needs to be added to the appropriate section manually.}}
    453 bytes (74 words) - 09:47, 7 September 2021
  • |types={{categ|General}} ...n one of the {{ts}} patches, the AI tends to block off its own base due to the inability to construct walls properly, thus leading to major performance hi
    814 bytes (139 words) - 09:12, 27 November 2009
  • |types={{categ|General}} If {{f|UseMinDefenseRule|link}} is set, the AI will strive to create this many {{f|IsBaseDefense|yes|link}} [[TeamTypes
    822 bytes (133 words) - 10:19, 27 November 2009
  • |types={{categ|General}} If this is set, the AI will strive to create at least {{f|MinimumAIDefensiveTeams|link}} [[Team
    483 bytes (75 words) - 10:47, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|ConstructionYard|yes|link}} when evaluating
    440 bytes (65 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|WeaponsFactory|yes|link}} when evaluating po
    424 bytes (63 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with positive {{f|Power|link}} value when evaluating
    440 bytes (66 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Engineer|yes|link}} when evaluating possible
    418 bytes (63 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Thief|yes|link}} when evaluating possible AI
    415 bytes (63 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Harvester|yes|link}} when evaluating possibl
    433 bytes (65 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects listed in [{{f|General|link}}]{{f|BaseUnit|link}} when evaluating possible AI offensive Super Weap
    453 bytes (68 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Category|Transport|link}} when evaluating po
    374 bytes (53 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|IsBaseDefense|yes|link}} when evaluating pos
    437 bytes (65 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|IsPlug|yes|link}} when evaluating possible A
    430 bytes (65 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with '''{{f|HoverPad|yes|link}}''' when evaluating po
    741 bytes (118 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|IsTemple|yes|link}} when evaluating possible
    418 bytes (63 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects listed under [{{f|AI|link}}]{{f|BuildTech|link}} when
    404 bytes (58 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ...number of frames short of {{f|ForceShieldDuration|link}} to start playing the [[sound]] specified by {{f|SpecialSound|link}} on a [[SuperWeaponType]] wit
    611 bytes (95 words) - 10:00, 27 November 2009
  • |types={{Categ|General}} ...will subject each [[InfantryType]] in a 3x3 area to a one-shot-kill using the warhead specified by {{f|MutateWarhead|link}}.
    493 bytes (75 words) - 10:20, 27 November 2009
  • |types={{Categ|General}} ...d as {{f|PrismType|link}} fires its weapon supported by other buildings of the same type.
    1 KB (205 words) - 14:18, 4 December 2020
  • |types={{Categ|General}} This flag specifies the InfantryType that emerges from a destroyed unit or building for [[Countries
    520 bytes (77 words) - 14:34, 12 March 2013
  • |types={{Categ|General}} This flag specifies the InfantryType that emerges from a destroyed unit or building for [[Countries
    520 bytes (77 words) - 14:36, 12 March 2013
  • |types={{Categ|General}} This flag specifies the InfantryType that emerges from a destroyed unit or building for [[Countries
    399 bytes (56 words) - 14:37, 12 March 2013
  • |types={{Categ|General}} ...istance; thus the normal chronoshift algorithm cannot be used to determine the delay.
    484 bytes (74 words) - 22:36, 23 December 2009
  • |types={{Categ|General}} ...akeInfantry|X|link}} set (where {{tt|X}} is the list index (zero-based) of the [[InfantryType]] from {{f|AnimToInfantry|link}}).
    481 bytes (66 words) - 09:24, 27 November 2009
  • == For [General] == |types={{Categ|General}}
    706 bytes (101 words) - 10:31, 27 November 2009
  • |types={{Categ|General}} This flag defines the VehicleTypes that can be granted as bonuses by {{f|SecretLab|yes|link}} bui
    209 bytes (30 words) - 10:31, 27 November 2009
  • |types={{Categ|General}} This flag defines the BuildingTypes that can be granted as bonuses by {{f|SecretLab|yes|link}} bu
    211 bytes (30 words) - 10:31, 27 November 2009
  • |types={{Categ|General}} ...not yet been used. This is set to a valid infantry 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
  • |types={{Categ|General}} ...is the percentage charge of the super weapon. When this point is reached, the function initiates.
    396 bytes (63 words) - 19:07, 7 June 2015
  • |types={{Categ|General}} ...kes the form of a numbered list, with one value for each difficulty level. The values are ordered in "Brutal", "Medium", "Easy".
    399 bytes (68 words) - 12:37, 17 October 2012
  • |types={{Categ|General}} }}Whenever the AI chooses to construct a base defense, there is a chance it will choose to
    457 bytes (75 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} ...{{f|AIDefendAgainst|yes|link}}, then there is this percentage chance that the AI will fire its Force Shield, or super weapon with {{f|Type|ForceShield|li
    480 bytes (74 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} .... The percentage of their full health that denotes "wounded" is defined in the {{f|AICaptureWoundedMark|link}} tag.
    718 bytes (111 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ...defined as being low on money whenever its credits are below the value in the {{f|AICaptureLowMoneyMark|link}} flag.
    696 bytes (111 words) - 09:12, 27 November 2009
  • |types={{Categ|General}} ...money". When this number is reached, or the number of credits is below it, the AI will use {{f|AICaptureLowMoney|link}} to decide on a course of action wh
    436 bytes (71 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ...nit only has this percentage of its maximum ((TTL|Strength)) or less, then the values of {{f|AICaptureWounded|link}} are followed instead of {{f|AICapture
    532 bytes (78 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ...nd it is applied once per each structure with <tt>[[OrePurifier]]=yes</tt> the player owns.
    657 bytes (103 words) - 19:05, 7 June 2015
  • |types={{Categ|General}} ...pon entering the game (the moment when you gain control over your units at the very beginning of a session).
    1 KB (190 words) - 10:24, 27 November 2009
  • |types={{Categ|General}} This flag is used as the default strength for TerrainTypes that do not already have a defined {{f|St
    306 bytes (50 words) - 10:44, 27 November 2009
  • |types={{Categ|General|General}} ...op-right in the player's view), and increasing numbers rotate clockwise on the compass.
    771 bytes (123 words) - 16:25, 10 January 2022
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated higher than the source one, this multiplier is applied to their normal Speed.
    448 bytes (64 words) - 10:44, 27 November 2009
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated lower than the source one, this multiplier is applied to their normal Speed.
    445 bytes (64 words) - 10:44, 27 November 2009
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated higher than the source one, this multiplier is applied to their normal Speed.
    464 bytes (66 words) - 10:54, 27 November 2009
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated lower than the source one, this multiplier is applied to their normal Speed.
    461 bytes (66 words) - 10:54, 27 November 2009
  • |types={{Categ|General}} ...o {{tt|Rock}}. 2 is the only 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
  • |types={{Categ|General}} ...Set|ice]] [[Ice2Set|tile]] [[Ice3Set|sets]] themselves are not parsed from the [[Terrain Control INI files|terrain control INI files]] as they were in {{t
    953 bytes (156 words) - 15:08, 7 September 2021
  • |types={{Categ|General}} ...ctures, which is used to make walls build quicker or slower in relation to the side's normal build speed for structures.
    383 bytes (64 words) - 10:53, 27 November 2009
  • |types={{Categ|General}}, {{Categ|Aftermath}} ...h|health]] is above this percentage, enemy [[Engineer|Engineers]] entering the structure will only damage it.
    859 bytes (130 words) - 17:14, 18 August 2022
  • |types={{Categ|General}} ...eases the chances of a different trigger being used by the AI, rather than the same one being re-used.
    708 bytes (107 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} ...eases the chances of a different trigger being used by the AI, rather than the same one being re-used.
    714 bytes (107 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} Specifies the size of the radar event rectangle after it has zoomed in on the target. Higher values mean larger rectangle.
    534 bytes (58 words) - 16:56, 3 January 2024
  • |types={{Categ|General}} The speed at which the radar event rectangle zooms in on the target at the radar minimap. Higher values mean faster speed.
    535 bytes (59 words) - 16:53, 3 January 2024

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