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  • ...aditional toxic gas. In fact, ANY type of weapon can be trail-fired behind aircraft, but it makes most sense with gas. The following technique works in both TS ...ou have fixed, or know how to fix, the GasCloudSys. Then, make yourself an aircraft. Stats don't really matter, but it needs to have the following weapon:
    2 KB (261 words) - 12:13, 12 August 2010
  • ...to plug this in, the following article should serve as an overview of how aircraft behaviour is influenced by certain characteristics of the weapons they carr ...behaviour is further affected by FlyBy and FlyBack. A special case is for aircraft using the spawned missile locomotor. The last column describes the resultin
    7 KB (1,254 words) - 00:09, 13 June 2012
  • {{WrongTitle|[Aircraft]}} The [{{Tt|Aircraft}}] section takes the following format:
    3 KB (438 words) - 12:26, 12 June 2018

Page text matches

  • '''[AircraftTypes]''' - Contains a list of all the "Aircraft," being both buildable and spawned types, including missiles used in the g ...ile is the most modified, it contains the code for all Infantry, Units and Aircraft in the game. <br>
    4 KB (689 words) - 18:11, 21 September 2006
  • *Unit - Any object ingame. Soldiers, vehicles, aircraft, and vessels.
    1 KB (254 words) - 16:41, 23 August 2015
  • ...d weapon has {{f|PenetratesBunker|yes|link}}, which is usually the case on aircraft weapons. Also, Tank Bunker protects your vehicles from Terror Drones.
    3 KB (396 words) - 09:42, 27 November 2009
  • ...pons, projectiles, warheads, particles, particle systems and infantry/unit/aircraft/building types, among other things.
    20 KB (3,373 words) - 17:39, 2 April 2024
  • ...ied unit(s) build already at veteran status. XXX can be Infantry, Unit, or Aircraft. Keep in mind that these refer to [<tt>[[InfantryTypes]]</tt>], [<tt>[[Vehi Aircraft
    10 KB (1,436 words) - 20:34, 15 January 2011
  • Certain units can dock with their parent structures (aircraft -> AFC, harvester -> refinery, vehicles -> repair bay/tank bunker, ships -> ...units inside because it has <tt>Bunker=yes</tt> set. The AFC can hold only aircraft on it because of <tt>Helipad=yes</tt>, it doesn't need <tt>NumberImpassable
    4 KB (743 words) - 23:25, 25 February 2021
  • ...is ever directly created. The main four object types - Infantry, Vehicles, Aircraft and Buildings - are derived from TechnoTypes which derives from this one.
    2 KB (288 words) - 10:22, 27 November 2009
  • ...r associated [[File Types#.HVA|hva files]]), Tanks, [[naval]] vessels, and aircraft, can be found in {{Tt|ra2.mix}} {{arr|r}} {{Tt|local.mix}} and {{Tt|ra2md.m
    11 KB (1,823 words) - 09:42, 26 October 2023
  • The ammo-system in RA2 and YR is mainly used for aircraft, and has therefore been re-coded to best fit this purpose; on one hand, thi ...not reload itself, but has to [[dock]] with a building; this is not set on aircraft because, unlike other TechnoTypes, it defaults to "yes" for them.<br><br>
    8 KB (1,416 words) - 14:28, 19 December 2023
  • ...ely engage enemy units in the same manner as ground units (but contrary to aircraft, which only attack targets explicitly given to them), they can thus be used ...ble to engage other aerial targets, making them useful to simulate fighter aircraft, although this feature has lost its relative advantage through the addition
    10 KB (1,675 words) - 13:26, 7 January 2024
  • TS/RA2 only: vehicle art, aircraft art and some building turrets.<br>
    4 KB (630 words) - 16:50, 17 July 2011
  • ...y string (no BuildingType)|types=All unit types (Infantry/Vehicle/Building/Aircraft)|ra2=yes|yr=yes|rp=yes}}
    2 KB (267 words) - 11:28, 16 December 2007
  • == On Infantry/Vehicle/Aircraft/Building Types == ...by firing an inaccurate / flakscattering projectile with an ROT of 1 from aircraft, which will give an extreme form of the "''Circling Missile bug''".
    3 KB (537 words) - 21:19, 27 July 2022
  • *Aircraft locomotor: ...onoSphereSpecial to "kill" it by one unit to make the cell normal, but for Aircraft, you will get an IE!
    2 KB (290 words) - 14:48, 1 May 2021
  • ...estricted to railroad, ships are restricted to water, and some [[spawn]]ed aircraft are restricted to water(it affects only their landing). You can restrict ot
    1 KB (176 words) - 14:57, 4 August 2021
  • == On Infantry/Vehicle/Aircraft/Building/SuperWeapon Types / Countries ==
    862 bytes (124 words) - 10:45, 27 November 2009
  • *Making Aircraft shp can casting shadows on ground [when it fly].like rocketeer the unit shp *Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes
    4 KB (635 words) - 05:58, 8 September 2009
  • ...an specify in rulesmd what you want it to chrono (e.g. infantry, vehicles, aircraft, naval units) ...l. (Allows for weapons to be shot down).{{sup|[[RockPatch talk:Wishlist#RE:Aircraft as Projectiles|Comment]]}}
    7 KB (1,228 words) - 05:58, 8 September 2009
  • *Paradropping Pilots from Aircrafts that has Its veterancy of the Aircraft (Like in Generals) ...e this element in 3 options: one for infantry, one for vehicle and one for aircraft
    14 KB (2,256 words) - 05:58, 8 September 2009
  • *RA1 aircraft movement
    8 KB (1,342 words) - 05:58, 8 September 2009
  • ...rk with infantry and buildings. Presently, it only works with vehicles and aircraft. *Make aircraft land a "normal" way, as in not vtol (vertical take-off and landing). Make t
    15 KB (2,512 words) - 05:58, 8 September 2009
  • This tag is used to list aircraft that can be built and start the game as veterans by certain countries. The The aircraft listed must also be listed under the [{{f|AircraftTypes|link}}] list and sh
    981 bytes (152 words) - 23:22, 13 August 2018
  • == On Infantry/Vehicle/Aircraft Types ==
    2 KB (333 words) - 18:58, 16 June 2022
  • Aircraft=3 ; automatically replace aircraft ...w units in guard area mode, but, on the other hand, could not replace lost aircraft, consider a transport's content when picking its target, control it's produ
    5 KB (784 words) - 18:23, 13 November 2023
  • ...t or not when restoring hitpoints for being over Tiberium. In other words, aircraft are not required to land in order to heal from Tiberium.
    2 KB (215 words) - 10:43, 27 November 2009
  • ...as helipads, will ''not'' spawn an [[AircraftType]] when constructed. The aircraft appears docked to the building regardless of whether or not the building ha ...|SeparateAircraft|no|link}}, helipads are [[hardcoded]] to spawn a certain aircraft depending on the side constructing them.
    840 bytes (130 words) - 10:33, 27 November 2009
  • ...pes|aircraft]] will move in-between shots at a target. If set to 'no', the aircraft will hover over their target until they have used all of their ammo, or kil ...ill continue to fire at the target endlessly until it is destroyed, or the aircraft switches its position.
    975 bytes (163 words) - 20:04, 16 September 2022
  • ...lue in [{{f|General|link}}] serves as a default value in case a particular aircraft doesn't specify a custom value.
    544 bytes (79 words) - 05:19, 25 January 2016
  • ...cted and {{sl|General}}{{arr|r}}{{f|SeparateAircraft|no|link}} is set. The aircraft will appear docked to the building regardless of whether or not the buildin ...nd. Failure to list such aircraft results in the first {{Tt|AirportBound}} aircraft beyond the number of available docks switching to "On Hold" state about 40%
    1 KB (190 words) - 10:24, 27 November 2009
  • ...a global entry. The same sound will be initiated regardless of infantry or aircraft being spawned.
    445 bytes (71 words) - 09:22, 27 November 2009
  • *[[AircraftTypes|aircraft]] crashes to the ground. The last entry in this warhead's [[AnimList]] is u
    1 KB (164 words) - 19:28, 29 November 2022
  • If used this tag defines a multiplier by which the armor value of all aircraft owned by the respective house will be multiplied. For example, ...multiply the armor of all aircraft owned by France by 1.5 (50%), so if the aircraft originally had 100 armor, it would now have 150 armor.
    643 bytes (97 words) - 00:03, 21 June 2008
  • ...Chopper, which was implemented as a JumpJet VehicleType, as opposed to an Aircraft. This could mean that Westwood was planning on extending the Carryall-logic
    1 KB (240 words) - 13:14, 27 July 2023
  • ...place lost Ore Miners. Note that although there is a similar statement for Aircraft=, this is residual from Red Alert and is not used in Red Alert 2 - other pr
    994 bytes (163 words) - 07:01, 10 December 2009
  • ...rride value for the mission {{f|Rate|link}} when targeting [[AircraftTypes|aircraft]], provided that the object engaged in the mission has [[AA|anti-air]]-capa
    484 bytes (78 words) - 14:02, 13 February 2020
  • ...is a 'rating' for the effectiveness of this structure's weapon(s) against aircraft. The 'ratings' are in abstract units and just help the AI pick the right ba
    319 bytes (46 words) - 15:21, 21 October 2006
  • ...oakGenerator#Footnotes|{{sup|1}}]] while within the radius of a generator. Aircraft in the air are also not effected until they land.
    1 KB (167 words) - 02:14, 29 August 2010
  • ...e [[AircraftTypes]]. It is not required for this structure to double as an aircraft docking structure. ...'s "Factory" and determine whether it's a Building or an Infantry, Unit or Aircraft.<br>
    4 KB (632 words) - 11:36, 5 November 2012
  • ...to attack, thus ignoring the ROF= on its weapon(s). It will also cause the aircraft to crash in a curve rather than vertically.
    386 bytes (70 words) - 15:03, 28 February 2009
  • ...ed once the spawning object is no longer itself attacking (for example, an Aircraft Carrier will spawn fighters at a target even when having been ordered to mo ...ant aircraft type immune to the death of the object that spawned it. If an aircraft is spawned by another object, is is normally instantly destroyed when the s
    1 KB (219 words) - 16:04, 29 March 2009
  • ...egers|integer]] greater than 0. This is typically used for [[AircraftTypes|aircraft]], but it will display properly for any [[TechnoType]].
    7 KB (1,121 words) - 13:51, 18 July 2021
  • Adding ''Selectable=no'' to spawned [[AircraftTypes]] with aircraft [[Locomotor]] randomly causes them to fly over the map border instead of la
    953 bytes (150 words) - 20:50, 7 September 2015
  • ...able to [[AircraftTypes|aircraft]], it's not actually possible to order an aircraft into a transport.
    721 bytes (102 words) - 00:46, 9 August 2011
  • ...ve an aircraft a behaviour similar to the Aurora Bomber from Generals: the aircraft will approach its target at full speed, unload its weapon, then return to b ...the attack is performed at the end of a movement assignment, and thus the aircraft will slow down when approaching the target it was ordered to attack. Theref
    2 KB (421 words) - 17:22, 15 March 2009
  • ...aos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted.
    2 KB (267 words) - 23:58, 24 March 2013
  • ...n {{sl|CombatDamage|C4Warhead}}, the last animation is played for crashing aircraft.
    2 KB (337 words) - 12:41, 31 August 2019
  • ...MIX formats and new INI systems. The VXL files were used for vehicles and aircraft, whreas the SHP(ts) format was used for animations, buildings, and infantry
    2 KB (379 words) - 18:08, 25 July 2016
  • ...he smallest part of a map that can be occupied by a structure, vehicle, or aircraft. {{Fnl|1}}
    837 bytes (141 words) - 09:44, 27 November 2009
  • | {{Tt|22}} || {{Tt|Build aircraft type}} | style="text-align: center;" | Aircraft#
    9 KB (1,211 words) - 09:58, 27 November 2009
  • | {{Tt|Build aircraft type}} | style="text-align: center;" | Aircraft#
    16 KB (2,073 words) - 09:53, 10 April 2024
  • | style="padding-left: 3px;" | {{Tt|Build aircraft type}} | style="text-align: center;" | Aircraft#
    36 KB (4,073 words) - 16:34, 7 December 2022
  • | {{Tt|Ratio of Team Aircraft | colspan=9 | AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other
    19 KB (2,190 words) - 12:25, 22 October 2023
  • | {{Tt|Ratio of team aircraft | colspan=9 | AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other
    20 KB (2,269 words) - 14:57, 16 November 2022
  • This is a fairly easy method of adding a suicide bomber aircraft and/or it's superweapon. ''Note: Requires RockPatch 1.06 or later.'' ''Note ...n it detonated, although it is not really there. And ''Suicide=yes'' on an aircraft-fired weapon results in an [[IE]]. This is obviously not what you'd want. T
    9 KB (1,143 words) - 21:33, 10 July 2021
  • ...ws for control of a soldier, but it allows for controlling of vehicles and aircraft. It also allows departure from buildings into the open air environment with
    2 KB (337 words) - 19:30, 7 July 2009
  • ...ile can be modified in various ways by giving it weapons. Just like normal aircraft, spawned missiles are highly sensitive to the ROF of weapons given to them, ...ct will continue firing it as long as the target is within range (like the Aircraft Carrier) or manually stopped. It could also be that this is not determined
    6 KB (1,011 words) - 22:52, 18 November 2011
  • ...fired as a superweapon, the following instructions will help you create an aircraft that can load vehicles and drop them on parachutes: First, you make yourself an aircraft. The stats are up to you, but it needs to have:
    2 KB (384 words) - 14:30, 30 March 2008
  • ...aps)#ts_ATTACHED_TAG|Infantry]],</li><li>[[Aircraft_(maps)#ts_ATTACHED_TAG|Aircraft]], and</li><li>[[TeamTypes]] {{arr|r}} [[Tag]]</li></ul>
    4 KB (631 words) - 11:03, 31 January 2024
  • ...is the parent class of the main objects of the game - Infantry, Vehicles, Aircraft and Buildings. This class derives from ObjectType, but again, no object of ...[[InfantryTypes|infantry]], [[VehicleTypes|vehicles]], and [[AircraftTypes|aircraft]].
    28 KB (3,163 words) - 20:48, 15 August 2019
  • Specifies the [[Animation]] to play as a trailer behind this [[AircraftTypes|aircraft]] or [[Projectile|projectile]] object. For attaching trailers to other anim
    511 bytes (64 words) - 13:52, 2 October 2022
  • ...aditional toxic gas. In fact, ANY type of weapon can be trail-fired behind aircraft, but it makes most sense with gas. The following technique works in both TS ...ou have fixed, or know how to fix, the GasCloudSys. Then, make yourself an aircraft. Stats don't really matter, but it needs to have the following weapon:
    2 KB (261 words) - 12:13, 12 August 2010
  • The following tutorial is based on the [[Creating a Chemtrail aircraft]] tutorial I did earlier. Please read said tutorial for a basic understandi ...ber to put the AirburstWeapon on a Dummy unit, or you'll get IEs! Once the aircraft flies over its target, the weapon will spawn x instances of the AirburstWea
    1 KB (183 words) - 19:45, 24 April 2008
  • ...ypes may use certain types of animations. For example, in Tiberian Sun, an aircraft type may not utilise a turret animation. ...a major setback for some types of voxel, such as especially long ships or aircraft, but not a big problem with most voxels which are generally no larger than
    6 KB (1,005 words) - 16:51, 22 January 2024
  • ...he projectile of the aircraft's weapon must have {{f|AA|yes|link}} and the aircraft itself must have {{f|Fighter|yes|link}}.
    414 bytes (59 words) - 09:11, 27 November 2009
  • * A [[TaskForces|TaskForce]] lists the objects (units, infantry, aircraft) that should be involved in this Team
    840 bytes (122 words) - 17:31, 23 June 2008
  • ...nd on service depots and, better yet, allows an airpad to come with a free aircraft - but we can't use it because of the damned IE!<br>Not so much of a problem *Make Fighters/Aircraft Cloakable with their own cloaking unit and can dogfight, ATA without {{tt|J
    13 KB (2,268 words) - 05:58, 8 September 2009
  • * '''{{f|DamageParticleSystems|link}}''' When a tank, ship or aircraft (or anything else with {{f|Organic|no|link}}) is damaged into yellow condit
    20 KB (3,012 words) - 17:55, 2 April 2024
  • Please note that, while {{tt|PoseDir}} is used when an aircraft is created, once it departed, returned, and connects to the landing pad, it PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)
    3 KB (483 words) - 10:01, 27 November 2009
  • ...with <tt>[[Factory]]=</tt> set to its corresponding type (Unit, Infantry, Aircraft, Building) and an <tt>[[Owner]]</tt>ship identical to the object that is be
    5 KB (796 words) - 13:21, 12 August 2010
  • ...to plug this in, the following article should serve as an overview of how aircraft behaviour is influenced by certain characteristics of the weapons they carr ...behaviour is further affected by FlyBy and FlyBack. A special case is for aircraft using the spawned missile locomotor. The last column describes the resultin
    7 KB (1,254 words) - 00:09, 13 June 2012
  • ...bove the structure, even if firing was still permitted by their [[Range]]. Aircraft cannot fire them either. In essence, this means that you are limited to [[B
    2 KB (378 words) - 22:26, 24 May 2015
  • In the Support Class, the player builds mostly aircraft and uses support powers. The player is also given a Crawler that can fly.
    2 KB (304 words) - 03:00, 21 March 2010
  • ...quivalent, along with a comment '';gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)''. ...this loop will kick them off once they're fully repaired, meaning that an aircraft sent to dock with such a structure will never manage to do it.
    2 KB (317 words) - 16:43, 23 August 2009
  • This could also be caused from an aircraft with no name under [[AircraftTypes]] or the name is in the wrong section. ...n for this issue is {{f|Selectable|no|link}} on [[AircraftTypes]] that use aircraft [[Locomotor]].
    30 KB (4,812 words) - 11:40, 7 June 2023
  • ...the unit into a spawn-maker. Examples of this logic are seen on the Allied Aircraft Carrier and the V3. [[Warhead#.5BSpecial.5D|Warhead=Special]] really is a s
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...ved pointer, how do I get the exact (Building{{!}}Infantry{{!}}Vehicle{{!}}Aircraft)Class pointer?}}|are sure that the object's type is appropriate]], you can ...ctClass-derived pointer, how do I get the exact (Building|Infantry|Vehicle|Aircraft)Class pointer?===
    13 KB (2,012 words) - 21:33, 10 January 2011
  • ...o which the unit has Dock= set. This defaults to 'no' for all units except aircraft.
    1 KB (173 words) - 18:00, 31 December 2023
  • MovementZone=Fly ; This needs to be None, like aircraft MovementZone=Fly ; This needs to be None, like aircraft
    5 KB (701 words) - 21:29, 4 December 2017
  • ...comotor TechnoType should be considered as the Dropship - the special case aircraft used to transport units to the player as part of the Dropship Loadout logic
    594 bytes (106 words) - 13:13, 27 July 2023
  • Defines whether this unit behaves like aircraft when being destroyed when in air. If set to {{f|yes}}, the unit will plumme
    592 bytes (90 words) - 00:52, 17 March 2013
  • When a {{f|FirestormWarhead}} destroys units or aircraft (not infantry), between 7 and 9 particle systems of {{f|DefaultFirestormExp
    841 bytes (112 words) - 01:33, 5 April 2015
  • ...9 times each time {{f|FirestormWarhead|link}} destroys either a unit or an aircraft (but not infantry). This tag has to be set to a valid particle system if {{
    673 bytes (102 words) - 01:33, 5 April 2015
  • ...it has nothing to do with intercepting projectiles or destroying units and aircraft.
    1 KB (175 words) - 01:33, 5 April 2015
  • Whether or not this unit, aircraft, infantry, or projectile ignores active {{f|FirestormWall|yes|link}} sectio
    608 bytes (91 words) - 23:07, 5 April 2015
  • ...maps)|infantry]], [[Units_(maps)|units (vehicles)]], and [[Aircraft_(maps)|aircraft]]. [Aircraft]
    5 KB (817 words) - 00:31, 20 January 2024
  • {{WrongTitle|[Aircraft]}} The [{{Tt|Aircraft}}] section takes the following format:
    3 KB (438 words) - 12:26, 12 June 2018
  • ...duced by the enemy in that order. Meaning if no unit exists then the first aircraft produced by that enemy and so on.
    4 KB (685 words) - 08:32, 31 October 2018
  • Pitch manoeuvrability of the V3 Rocket when in the air. Same variable used by Aircraft.
    510 bytes (77 words) - 18:05, 29 December 2018
  • ...rability of the Dreadnaught Missile when in the air. Same variable used by Aircraft.
    520 bytes (77 words) - 18:06, 29 December 2018
  • ...e parent class of the mobile objects in the game - Infantry, Vehicles, and Aircraft. This class derives from [[TechnoType]], but again, no object of this class ...nd-based] vehicles and, in {{Ra2}} and {{Yr}}, the naval vehicles and some aircraft.
    755 bytes (103 words) - 20:47, 15 August 2019
  • ...fined the [[InfantryType|infantry]] that parachutes from an [[AircraftType|aircraft]] when it is destroyed while in flight. Such a logic exists in {{ra}} but i
    467 bytes (73 words) - 00:58, 7 December 2019
  • ...fined the [[InfantryType|infantry]] that parachutes from an [[AircraftType|aircraft]]. Such a logic exists in {{ra}} but it isn't tied to any [[rules.ini]] key
    518 bytes (81 words) - 16:03, 21 May 2022
  • In red alert 2, war factories were changed such that they can support aircraft leaving the top of the building. War factories in Ra2 have four anims for h
    649 bytes (111 words) - 19:55, 10 July 2021
  • ...d Alert 2|RA2]], weapons factories were changed such that they can support aircraft (technically [[jumpjet]] vehicles) leaving through the top of the building.
    2 KB (313 words) - 10:27, 20 June 2023
  • In red alert 2, war factories were changed such that they can support aircraft leaving the top of the building. War factories in Ra2 have four anims for h
    645 bytes (111 words) - 20:01, 10 July 2021
  • ...fies the sound to make when an object impacts on the ground (e.g. crashing aircraft) and can be any sound as defined in the SOUND.INI file.
    353 bytes (59 words) - 20:24, 10 September 2021
  • ...specifies the sound to make when an object impacts on water (e.g. crashing aircraft) and can be any sound as defined in the SOUND.INI file.
    322 bytes (55 words) - 20:25, 10 September 2021
  • ...tack mission. Effectively obsolete, as the sight range is overriden by the aircraft type's {{f|Sight|link}} value.
    671 bytes (105 words) - 11:34, 15 September 2021
  • ...ill functional but highly obsolete since door animations cannot accomodate aircraft leaving the top of the factory, and conflicts with the {{f|DeployingAnim|li
    2 KB (321 words) - 23:21, 16 June 2023
  • |Enemy [[TechnoTypes|vehicle, aircraft, infantry or building]]
    39 KB (6,281 words) - 22:44, 4 February 2024
  • ...effect: when set to 1 or higher, it forces {{f|PitchAngle|0|link}} on the aircraft, causing it to fly leveled like a jet.
    672 bytes (99 words) - 18:46, 15 January 2022
  • ...is unit pitches forward when flying. This is best used on non-fixed winged aircraft (such as helicopters) as a graphical effect.
    442 bytes (61 words) - 18:53, 15 January 2022
  • Specifies the amount, in degrees, that this aircraft rolls when turning. Only applicable if {{f|PitchAngle|link}} is higher than
    451 bytes (62 words) - 18:57, 15 January 2022
  • ...|team]] includes an [[weapons|armed]] [[Passengers|transport]] (vehicle or aircraft) loaded with passengers, if the transport is attacked by an enemy, it will
    3 KB (392 words) - 14:11, 11 July 2023
  • ===Use on Infantry or Aircraft ===
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  • |Enemy object (vehicle/aircraft/infantry/building)
    4 KB (492 words) - 17:26, 17 June 2023
  • ...l [[AircraftTypes|aircraft]] and [[jumpjet]] units are unable to take off. Aircraft that are in flight as the storm hits will crash, jumpjet units will simply
    2 KB (223 words) - 15:54, 24 February 2024