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  • * [[Sequence]]
    369 bytes (55 words) - 23:06, 4 January 2010
  • * [[Sequence]]
    451 bytes (58 words) - 23:09, 4 January 2010
  • * [[Sequence]]
    374 bytes (49 words) - 23:14, 4 January 2010
  • * [[Sequence]]
    314 bytes (42 words) - 23:17, 4 January 2010
  • * [[Sequence]]
    374 bytes (46 words) - 23:19, 4 January 2010
  • ...umber of frames to delay the weapon firing within the FireUp frames of the sequence. * [[Sequence]]
    555 bytes (79 words) - 18:16, 21 April 2015
  • {{f|JumpjetNoWobbles|no|link}} ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave ; Really small numbe JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave
    5 KB (701 words) - 21:29, 4 December 2017
  • Sound for time shift out sequence (can be looping).
    436 bytes (64 words) - 08:55, 15 April 2010
  • Sound for time shift in sequence (can be looping).
    436 bytes (64 words) - 08:56, 15 April 2010
  • When dying, infantry with {{f|Doggie|yes}} plays {{tt|Die5}} sequence instead of using {{f|FlamingInfantry}} or the electro animation, and they d
    1 KB (201 words) - 07:26, 30 September 2014
  • ...ts, the ART(MD).INI sequence should also specify which frames of its image sequence are to be used when it is deployed. If this is omitted, the unit will be un
    617 bytes (99 words) - 04:17, 19 January 2016
  • Specifies the first frame of this [[particle]]'s [[animation]] sequence. Applies only to particles that use [[SHP]]-based [[image]].
    355 bytes (50 words) - 12:36, 13 February 2020
  • If specific conditions are met, infantry will get stuck in an endless web sequence: The target must have both {{f|Fearless|yes|link}} and a healing weapon (on
    782 bytes (113 words) - 11:52, 23 March 2020
  • * The unit will use a hardcoded [[SHP]] animation [[sequence]], and does not require an {{ini|art}} entry.
    1 KB (194 words) - 14:18, 4 December 2020
  • ...ut is completely arbitrary and must be explicitly specified by an infantry sequence section in {{art|link}}. As an example, let's take a look at one of the most common sequence types:
    1 KB (212 words) - 23:36, 25 April 2021
  • ...me (0-based index) of this projectile animation's [[Animation Looping|loop sequence]]. Only applicable to [[Rotates|non-rotating]], [[Voxel|non-voxel]] project
    475 bytes (59 words) - 08:42, 30 April 2021
  • ...me (0-based index) of this projectile animation's [[Animation Looping|loop sequence]]. Only applicable to [[Rotates|non-rotating]], [[Voxel|non-voxel]] project
    471 bytes (59 words) - 08:44, 30 April 2021
  • * Uses a hardcoded animation sequence: ...e 11 is played when the Veinhole is killed, at the end of the final attack sequence.
    1 KB (231 words) - 10:56, 1 May 2022
  • ...[[frame|time frame]], 0-based index, in this unit's [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames| ...me1|15}}. If you want the unit to fire its weapon at the end of the firing sequence, you would use {{f|FiringSyncFrame1|0}}.
    1 KB (214 words) - 12:15, 9 January 2023
  • ...ame1|link}}, or if the flag is not defined, at the beginning of the firing sequence. ...If you want the unit to fire its its second burst at the end of the firing sequence, you would use {{f|FiringSyncFrame2|0}}.
    2 KB (247 words) - 12:18, 9 January 2023

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