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  • ...lls defined in the {{f|BallisticScatter|link}} or {{f|HomingScatter|link}} flags from the {{Categ|CombatDamage}} section. ...rect hit when detonating in a short distance from the target. This means a weapon without {{f|Spread|link}} or {{f|CellSpread|link}} might not damage the tar
    875 bytes (139 words) - 02:58, 10 May 2014
  • ...o show through the damage delivered by the projectile. This is usually the weapon's {{f|Damage|link}} multiplied by the {{f|Firepower|link}} multiplier of th ...age. That means {{f|Verses}}, {{f|ProneDamage}} and other target-dependant flags are ignored. In addition, this will ignore the damage increase produced by
    2 KB (337 words) - 12:41, 31 August 2019
  • ...ll not deal any damage, but instead "paralyze" the objects it affects. The Weapon's [[Damage]] in this case will define the duration of the paralysis. Paraly This tag has a bug that makes a weapon deal no damage when its projectile has [[Inviso]]=yes and [[AA]]=yes.
    1 KB (226 words) - 14:15, 9 June 2021
  • ...m crate functionality - the ICBM [[Powerups|powerup]] uses the first Super Weapon with {{f|Action|Nuke}} listed here. == Applicable INI Flags ==
    2 KB (249 words) - 01:46, 17 July 2020
  • ...f|General|link}}] section has several flags relating to AI offensive Super Weapon targeting. They all share the same behaviour - they state the "priority" or ...relevant object exists on the map, it can cause an [[Internal Error]]. All flags have three values for hard, medium and easy difficulty, in this order. In a
    1 KB (186 words) - 09:12, 27 November 2009
  • ...es]}}, {{tt|[AircraftTypes]}}, {{tt|[BuildingTypes]}} (In other words: All flags you can put on objects) ...ypes]}}, {{tt|[SmudgeTypes]}}, {{tt|[OverlayTypes]}}, {{tt|[Animations]}}, Weapon Statistics, Projectile Statistics, {{tt|[Warheads]}}, {{tt|[SuperWeaponType
    5 KB (710 words) - 10:31, 7 December 2009
  • ...too small. Several ini flags express their value in cells, for example, a weapon's {{f|Range|link}}, a warhead's {{f|CellSpread|link}}, a gap generator's {{
    837 bytes (141 words) - 09:44, 27 November 2009
  • ...ags use frames as a measurement of their effect's duration, for example, a weapon's {{f|ROF|link}}, {{f|LaserDuration|link}}, an Ivan Bomb's delay ({{f|IvanT
    755 bytes (121 words) - 10:00, 27 November 2009
  • ...tiberium will explode whenever a weapon hits it, regardless of whether the weapon had Tiberium=yes set on it. The damage done is controled by the {{f|AmmoCra *[[:Category:Particles Flags|Particles Flags]]
    9 KB (1,496 words) - 10:29, 27 November 2009
  • ...}} flag will render an object immune to damage (but not targetting) from a weapon on a unit of the same identity ''and'' owner. This is used primarily on the ...s dart), as the particle has no 'owner' (or any connection to the spawning weapon).
    1 KB (174 words) - 10:45, 27 November 2009
  • [[Primary]]=MissileJump ;Weapon to use when it kamikazes into it's target [[DeathWeapon]]=HornetCollision ;Alternate weapon when it gets shot down
    9 KB (1,143 words) - 21:33, 10 July 2021
  • == Related INI Flags == ...If you feel like creating their pages, see the TechnoTypes->Applicable INI Flags for more details and defaults. -->
    4 KB (518 words) - 16:07, 17 October 2021
  • .... They're usually contained within a "ParticleSystem" that's attached to a weapon or an object, such as the IFV Repair spark or Ghost Stalker's Railgun. Part ...sparks caused by damaged electrical systems or welding sparks (IFV Repair weapon). In addition to spawning particles, this behaviour also creates flashes of
    20 KB (3,012 words) - 17:55, 2 April 2024
  • ...number of flags and conditions governing what attacks what how in {{yr}}. Flags used link to their explanations where possible, and several community sites ...]] if not explicitly allowed to do so will be incapable. The [[Secondary]] weapon is more a fallback measure for objects the [[Primary]] cannot attack.
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...related to firing weapons and it only applies if none of the more specific flags are set. ...oiceIFVRepair}}, if the firing techno is of type {{s|FV}} and the selected weapon deals negative damage (like an Engineer in an Infantry Fighting Vehicle), o
    2 KB (307 words) - 02:23, 18 April 2011
  • ===Flags involved=== ...[[#Bugs and Limitations|Bugs and Limitations]]) and determines into which weapon/turret 'mode' the IFV will spring when the concerned infantry (or vehicle)
    8 KB (1,244 words) - 22:09, 22 July 2011
  • ...w from units and buildings if the unit or building is armed, i.e. it has a weapon or it is occupied. This does not apply in case the game already determined [[Category:INI Flags]]
    942 bytes (158 words) - 08:01, 13 March 2013
  • ...es to buildings that are not [[insignificant]] and do not have a [[Primary|weapon]], i.e. attacks on base defenses are ignored. [[Category:INI Flags]]
    5 KB (817 words) - 00:31, 20 January 2024
  • ...ffect seen when making target selection due to the strength, threat posed, weapon range/damage etc. of these enemy objects. [[Category:INI Flags]]
    4 KB (685 words) - 08:32, 31 October 2018
  • ...lly fire the weapon with the hardcoded name {{s|MobileEMPulseWeapon}}. The weapon will have no specified target, and as a result the [[warhead]] will explode [[Category:Resetting Flags]]
    1 KB (222 words) - 14:18, 4 December 2020

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