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  • 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
  • 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
  • | {{Tt|Go Berzerk}}
    19 KB (2,190 words) - 12:25, 22 October 2023
  • | {{Tt|Go Berzerk}}
    20 KB (2,269 words) - 14:57, 16 November 2022
  • ...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
  • ...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
  • :''Someone also double-check if anims go clockwise or counter-clockwise.''
    3 KB (483 words) - 10:01, 27 November 2009
  • Next, go to the sections of the objects you want to have produced in your split prod
    5 KB (796 words) - 13:21, 12 August 2010
  • ...s, (although they could be modified to do so with some effort), so I won't go into that right now. ...byte to 10th(09) byte of the '''Header''') If not, use your hex editor and go to very first line of this mix file, read the 7th(06) byte to 10th(09) byte
    12 KB (2,060 words) - 15:25, 7 November 2023
  • in {{Ts}}, defines whether [[InfantryTypes]] with {{f|Cyborg|yes|link}} will go berzerk when they are damaged and their health drops below {{sl|AudioVisual This flag does not affect the behavior of the ''Go Berzerk'' script action 2 and map action 91.
    764 bytes (120 words) - 23:57, 24 March 2013
  • Ahh [[Warhead]]s, the part that actually makes things go boom in CnC. This element is by far the single strongest "general" tag appl
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...0.3em;">Number of [[:Category:DeeZire_definitions|DeeZire definitions]] to go:<div style="font-size: xx-large; line-height: 1.3em; text-align: center; fo
    869 bytes (114 words) - 05:31, 10 December 2009
  • ...u/~ben_s/Misc/3DTut/index.html'' which is no longer available. All credits go to [http://www.ppmsite.com/forum/profile.php?mode=viewprofile&u=728 ''mesel Learning the UI is crucial. Spend as much time as you need and go through the tutorials, you won't regret it. It will probably take you 2 wee
    17 KB (2,979 words) - 06:22, 21 August 2020

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