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  • ...ial for adding a new unit... and the tutorial tells you to "add an entry {{Tt|Name:NewTank}} to the CSF file and set it to 'My New Tank'". * Type in {{Tt|Name:NewTank}} and hit Enter.
    4 KB (703 words) - 13:48, 12 December 2021
  • ...for this [[ObjectTypes|ObjectType]] . If your cameo is in a file called {{Tt|monkicon.shp}}, you would write ...ilename without the extension (.SHP is assumed) and is case-insensitive. {{Tt|xxicon.shp}} is the game's image to be used when the cameo file cannot be f
    955 bytes (148 words) - 16:44, 7 June 2021
  • ''Note:'' {{Tt|(Elite)OccupyWeapon}} only exists in YR, in RA2 the weapon used by occupant ...{f|OccupyWeaponRange|link}} instead of their <tt>OccupyWeapon's [[Range]]</tt>, rendering any sniper garrisons pointless.
    3 KB (396 words) - 09:42, 27 November 2009
  • IEs that share the same cause also share the same <tt>EIP:</tt> value in except.txt, so knowing that value might help you determine the ca ...subtract {{Tt|0x00400000}} from it and look at the resulting address in {{Tt|gamemd.exe}} with a hex editor. If you find some INI flag, you can be almos
    20 KB (3,373 words) - 17:39, 2 April 2024
  • |{{tt|redalert.mix}} {{Arr|r}} {{tt|local.mix}} |{{tt|tibsun.mix}} {{Arr|r}} {{tt|local.mix}}
    9 KB (1,263 words) - 02:37, 22 February 2024
  • INIs located in {{Tt|redalert.mix --> local.mix}}, {{Tt|expand1.mix}} and {{Tt|expand2.mix}}<br> ...cal.mix}}, {{Tt|patch.mix}} (this version is used by most recent patch), {{Tt|expand01.mix}}<br>
    3 KB (478 words) - 10:38, 30 August 2011
  • Once you have the SHP file, let's call it {{Tt|example.shp}}, you need to tell the game to use it: (the game automatically adds the {{Tt|.shp}} extension.)
    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} {{tt|[[rules|rulesmd.ini]]}}{{arr|r}}[[General|[General]]]{{arr|r}}{{f|AnimToInf
    7 KB (1,153 words) - 22:10, 9 July 2022
  • === When {{Tt|Soylent}} is specified === === When {{Tt|Soylent}} is not specified ===
    4 KB (724 words) - 10:33, 27 November 2009
  • | {{Tt|G}} | {{Tt|T}}
    3 KB (451 words) - 11:44, 11 January 2021
  • ...ntryTypes]]</tt>], [<tt>[[VehicleTypes]]</tt>] and [<tt>[[AircraftTypes]]</tt>] accordingly. Otherwise issues can occur. ...reens are actually bound to the country's index in the [<tt>[[Countries]]</tt>] list, not the country name. Here's a list of what means what:
    10 KB (1,436 words) - 20:34, 15 January 2011
  • ...ples below, {{Tt|OldCameo}} stands for the cameo that was already there, {{Tt|NewCameo}} is the cameo the game is trying to insert.
    2 KB (239 words) - 08:06, 5 November 2015
  • |Expansion mix for YR: various files, more information below.<br/>The {{tt|##}} is any two-digit number between 01–99, with higher numbers loaded fi |[[Side]]-specific UI elements, like sidebar graphics. The {{tt|##}} stands for the side you're playing as: e.g. 01 for Allies, 02 for Sovi
    11 KB (1,823 words) - 09:42, 26 October 2023
  • ;<tt>{3DC0B295-6546-11D3-80B0-00902792494C}</tt> : Levitate locomotor. Only available in {{fs}}. Used by [[VehicleTypes]], ;<tt>{4A582741-9839-11d1-B709-00A024DDAFD1}</tt> : Drive locomotor. Used by ground-based VehicleTypes.
    10 KB (1,675 words) - 13:26, 7 January 2024
  • This flag specifies the name ({{Tt|.wav}} is assumed as the extension) of an audio file in ''audio(md).mix''.
    741 bytes (112 words) - 10:56, 27 November 2009
  • In all {{Ini|Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] shoul In {{Ini|art}}, <tt>Warhead</tt> can be attached to an animation, which, as long as it has a valid {{f|Expi
    3 KB (441 words) - 20:55, 25 May 2019
  • ;:: {{Tt|Multiplayer Debug Info}}, pressing the assigned key in-game will toggle the ...logging of multiplayer info files (this seems to be responsible for the {{Tt|SYNC*.txt}} file writing, which are created by default in all multiplay gam
    6 KB (1,031 words) - 03:17, 19 December 2011
  • # If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then # If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_P
    3 KB (444 words) - 12:55, 16 October 2022
  • ...that, just put {{f|AlphaImage|yourAlphaImageFileName|link}} (without the {{tt|.shp}} extension) on your object, and everything should be fine.
    6 KB (863 words) - 10:58, 22 April 2020
  • ...peed and accelerate as it moves towards its target, though modifying the {{Tt|Acceleration}} tag can prevent this in order to generate a smoother flight. ...>[[AA]]=yes</tt> or <tt>[[Inaccurate]]=yes</tt> / <tt>[[FlakScatter]]=yes</tt>, though this might hold true for all projectiles with a ROT greater than 0
    3 KB (537 words) - 21:19, 27 July 2022
  • *Creep<ref>added in {{fs}}, therefore {{tt|Creep}} is not available in {{ra2}} or {{yr}}</ref>
    1 KB (224 words) - 21:09, 15 August 2019
  • ...will simply use [UPGRADE]Image= animation. The <tt>PowerUp#Anim(Damaged)</tt> should be omitted, because specifying the Image= on the upgrade itself is ...If you wish to use just the {{f|Primary|link}} weapon, you must specify "{{tt|Secondary}}=none"
    6 KB (849 words) - 16:17, 29 July 2021
  • ...Name<nowiki>=</nowiki>}}), the game will use the type name instead, e.g. {{tt|GACNST}}. In maps, this flag specifies the map name as shown in the game. (In RA2/YR, {{Tt|.map}} maps ignore this value and take their name from the {{f|mission.ini|
    2 KB (303 words) - 11:35, 20 December 2023
  • |{{tt|0}} |{{tt|1}}
    608 bytes (92 words) - 11:22, 29 June 2019
  • ...bonus will '''not''' further increase the damage dealt by a unit with a {{tt|FIREPOWER}} veteran bonus. {{tt|VeteranCombat}} is an additive multiplier to [[damage]] dealt by the object
    1 KB (205 words) - 09:55, 24 March 2021
  • ...te bonus will '''not''' further modify the rate of fire of a unit with a {{tt|ROF}} veteran bonus. ...he weapon's {{tt|ROF}} is 30, then it would be decreased to 25 (assuming {{tt|VeteranROF{{Equal}}0.2}}).
    2 KB (256 words) - 09:53, 24 March 2021
  • ...nding or modding the engine were not the often-cited .TLB-files, but the {{tt|game(md).exe}} itself.
    10 KB (1,609 words) - 18:08, 25 July 2016
  • On saved random maps, {{tt|Width}} also gives the "width" of the map in the sense of its length from e
    1 KB (230 words) - 12:06, 30 September 2020
  • On saved random maps, {{tt|Height}} also gives the "height" of the map in the sense of its length from
    2 KB (297 words) - 07:06, 20 January 2022
  • ...hieved by setting the [[VariableNames|global variable]] number 1 (namely {{tt|<Alternate Next Scenario>}} as defined in {{ini|rules}}{{arr|r}}{{sl|Variab
    1 KB (195 words) - 11:29, 4 September 2019
  • |default=0 for humans, 1 for campaign AIs, number set in <tt>[[MaxIQLevels]]</tt> for skirmish &amp; MP AIs ...nd can't do automatically, through the minimum IQ numbers set in <tt>[IQ]</tt>.
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  • {{tt|RepairRate}} specifies the number of minutes between:
    401 bytes (63 words) - 10:30, 27 November 2009
  • {{tt|RepairStep}} specifies the number of hitpoints that are recovered: ...} minutes for [[VehicleTypes]] and [[AircraftTypes]] being repaired by a {{tt|BuildingType}} with {{f|UnitRepair|yes|link}}.
    1 KB (170 words) - 13:20, 13 January 2015
  • {{tt|URepairRate}} specifies the number of minutes between applying {{f|RepairSt
    320 bytes (50 words) - 10:46, 27 November 2009
  • {{tt|IRepairRate}} specifies the number of minutes between applying {{f|IRepairS
    331 bytes (50 words) - 10:07, 27 November 2009
  • {{tt|IRepairStep}} specifies the number of hitpoints that are recovered: ...riumHeal{{equal}}yes]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}.
    808 bytes (110 words) - 10:07, 27 November 2009
  • ...craftTypes|{{Arr|d}}]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}. ...by TiberiumHeal{{Sup|[[TiberiumHeal#For_.5BGeneral.5D|{{Arr|u}}]]}} (in {{tt|[[General|[General]]]}}).
    2 KB (215 words) - 10:43, 27 November 2009
  • ...c, which enables the AI to construct walls around [[BuildingTypes]] with {{tt|ProtectWithWall{{=}}yes}} set.
    814 bytes (139 words) - 09:12, 27 November 2009
  • ...hield wears off. For desirable results, the value should be smaller than {{tt|ForceShieldDuration}} but greater than 0, even though any integer value is
    611 bytes (95 words) - 10:00, 27 November 2009
  • ...d), it falls back to the value the flag already has. Which means, if the {{Tt|[General]}} section is present in the mpmode file/map, but this flag is not
    1 KB (205 words) - 14:18, 4 December 2020
  • ...completion of an [[animation]] with {{f|MakeInfantry|X|link}} set (where {{tt|X}} is the list index (zero-based) of the [[InfantryType]] from {{f|AnimToI
    481 bytes (66 words) - 09:24, 27 November 2009
  • ...have nowhere to land. Failure to list such aircraft results in the first {{Tt|AirportBound}} aircraft beyond the number of available docks switching to "
    1 KB (190 words) - 10:24, 27 November 2009
  • ...the [[LandTypes|LandType]] of certain cells next to and behind cliffs to {{tt|Rock}}. 2 is the only value that will work correctly, and even then the gam
    608 bytes (108 words) - 11:48, 9 December 2019
  • Lists [[BuildingTypes]] that count as {{tt|FACTORY}} in the [[The Prerequisite System|prerequisite system]]. When determining if it can build a [[BuildingTypes|building]] that has {{tt|FACTORY}} as its [[prerequisite]], the AI actually checks for buildings lis
    551 bytes (79 words) - 08:31, 19 April 2021
  • Lists [[BuildingTypes]] that count as {{tt|BARRACKS}} in the [[The Prerequisite System|prerequisite system]]. When determining if it can build a [[BuildingTypes|building]] that has {{tt|BARRACKS}} as its [[prerequisite]], the AI actually checks for buildings li
    555 bytes (79 words) - 08:31, 19 April 2021
  • ...wned after an [[OverlayType]] with {{f|Explodes|yes|link}} is destroyed. {{tt|BarrelParticle}}= '''must''' be a valid particle system, listed in [{{f|Par
    471 bytes (68 words) - 09:28, 27 November 2009
  • ...[InfantryType]] is killed by a [[warhead]] with {{f|InfDeath|1|link}} or {{tt|InfDeath{{=}}2}}. The animation will start to play once the {{f|Die1|link}}
    1 KB (143 words) - 09:51, 27 November 2009
  • ...efined, the game will only select debris types from that list and ignore {{tt|MetallicDebris}}.
    697 bytes (114 words) - 13:42, 20 March 2024
  • ...inaccurate if it is targeting a cell or infantry with either the warhead {{tt|AP}} or a projectile with {{f|Ranged|yes|link}}. ...the projectile's target is scattered from {{tt|BallisticScatter / 2}} to {{tt|BallisticScatter}} cells in a random direction.
    2 KB (286 words) - 02:57, 10 May 2014
  • ...eapon]]) ''and'' has not specified its own [[DeathWeapon#For_TechnoTypes|{{tt|DeathWeapon}}{{Sup|{{arr|d}}}}]]. ...assuming that this unit also has {{f|Explodes|yes|link}} set). Note that {{tt|DeathWeapon}} on the unit overrides any other method{{Sup|[[DeathWeapon#For
    2 KB (289 words) - 20:04, 31 May 2012
  • ...d be composed of Tiberium/ore refineries (hardcoded to the building type {{tt|PROC}}).
    515 bytes (83 words) - 19:36, 3 April 2024
  • ...ir defenses (of the building type {{tt|SAM}} in {{td}} or {{tt|SAM}} and {{tt|AGUN}} in {{ra}}). ...air units, itself owns a radar (of the building type {{tt|HQ}} in TD or {{tt|DOME}} in RA), and has enough credits to spare.
    753 bytes (131 words) - 23:05, 3 April 2024
  • ...uildingTypes|building type]] {{tt|SAM}} in {{td}} or both {{tt|SAM}} and {{tt|AGUN}} in {{ra}}).
    620 bytes (105 words) - 23:09, 3 April 2024
  • ...|buildings]], that should be composed of airfields (of the building type {{tt|AFLD}}).
    504 bytes (81 words) - 23:20, 3 April 2024
  • Specifies the maximum number of airfields (building type {{tt|AFLD}}) a computer player is allowed to have in its base at a time. Once th
    479 bytes (80 words) - 23:21, 3 April 2024
  • ...ist of colors #16–31 in the {{tt|UNITSNO}}, {{tt|UNITEM}} and (in RA2) {{tt|UNITURB}} [[PAL|palettes]], represented by a gradient of red. ...h it will alter the color the text is displayed in. For example, editing {{tt|DarkGreen}} into a brown color tone will result in the color selection menu
    5 KB (783 words) - 07:12, 31 March 2023
  • The [{{Tt|VariableNames}}] section takes the following format: The [{{Tt|VariableNames}}] section takes the following format:
    4 KB (636 words) - 13:03, 21 July 2023
  • ..., like their frequency of appearence, see <tt>[[CrateRules|[CrateRules]]]</tt>. ...en}}={{co|10|blue}},{{co|ARMOR|purple}},{{co|yes|orange}},{{co|1.5|teal}}</tt><br>
    11 KB (1,828 words) - 18:20, 10 August 2023
  • FirePower (with capital P) is used. Specifies the multiplier to {{tt|Damage}} of all weapons if this difficulty is set. *See {{tt|[[Powerups|[Powerups]]]}}.
    763 bytes (121 words) - 19:07, 13 February 2024
  • ...},{{co|'''S'''|teal}} (For an explanation of this flag's parameters, see {{tt|[[Powerups|[Powerups]]]}}) ...lready has upgraded armor, the crate will give the effect defined by the {{tt|[[Money#For_.5BPowerups.5D|Money]]}} powerup. Otherwise, all units within {
    4 KB (611 words) - 09:25, 27 November 2009
  • {{Tt|AIBasePlanningSide}} affects the Technology Centers' role in the [[The Infi ...ch is most certainly not desired. To prevent this, the coders introduced {{tt|AIBasePlanningSide}}.
    2 KB (262 words) - 20:48, 19 May 2011
  • ...mple: {{Tt|1=Image=SEAL}} will use {{Tt|SEAL.SHP}} on most theatres, and {{Tt|SEAL''A''.SHP}} on snow). Both images must have the same amount of frames a
    652 bytes (112 words) - 15:15, 11 January 2023
  • Is used on units with {{Tt|[[JumpJet]]}} set and specifies that they will never land by default. This ...acking, instead of attacking the target from the distance defined by the {{Tt|[[Range]]}} flag on the weapon. If the unit is able to attack air targets a
    1 KB (209 words) - 16:53, 7 August 2017
  • ...ings, Yuri's Psychic Tower ({{tt|YAPSYT}}) and the Allied Gap Generator ({{tt|GAGAP}}), both of which expand the player's build area whilst the Tesla Coi
    1 KB (171 words) - 22:28, 16 January 2023
  • ...{{f|Turret|yes|link}} set on it and its {{f|SpeedType|link}} must not be {{tt|Hover}}. In addition, parasited units are not allowed to enter.
    528 bytes (83 words) - 09:42, 27 November 2009
  • If set to {{tt|no}} (default), the unit will land as soon as it stops movement. Hovering units will play their HVA animation with a rate of {{tt|1}} (advancing to the next frame every frame).
    497 bytes (75 words) - 20:15, 11 March 2014
  • ...l the checkbox "Build Off Ally Bases" by amending the string table entry {{tt|gui:buildoffally}}.
    1 KB (217 words) - 09:55, 27 November 2009
  • ...en Veteran and Elite level. In other words, the game will still keep the {{tt|SENSORS}} ability at Elite level, even if it is only in the Veteran list. '''Note''': Contrary to what one might expect, the {{tt|FIREPOWER}} and {{tt|ROF}} bonuses are applied to the object's {{f|Elite|link}} weapon, if any.
    1 KB (163 words) - 13:54, 22 March 2021
  • |default={{tt|&lt;none&gt;}}
    4 KB (632 words) - 11:36, 5 November 2012
  • * The vehicle in question must have a {{Tt|[[TurretCount]]}} of >0. The statement must be neither omitted, nor set to
    567 bytes (94 words) - 21:26, 21 July 2011
  • Specifies the section from {{Tt|[[Art|art(md).ini]]}} which contains this object's graphical representation
    2 KB (341 words) - 11:55, 27 November 2009
  • .... For example, the Destroyer ({{Tt|DEST.vxl}}) has an alternate image of {{Tt|DESTWO.vxl}}.
    1 KB (170 words) - 15:08, 2 May 2021
  • ...object. Recognized values for sides are {{Tt|allied}}, {{Tt|allies}} and {{Tt|soviet}}.
    2 KB (313 words) - 01:41, 5 January 2020
  • The {{tt|Primary}} weapon is always used when: ...Note that a unit whose {{f|Secondary|link}} weapon can attack walls, but {{tt|Primary}} weapon can't, will not, in fact, be able to attack walls.
    1 KB (243 words) - 11:56, 27 November 2009
  • :The turret filename has to be the same as the object's, with the suffix {{Tt|tur}}, and be in [[VXL]] format, with an accompanying [[HVA]]. Should [UNIT
    859 bytes (146 words) - 15:52, 30 August 2015
  • ...nts the number between 1 and {{f|TurretCount|link}}, as opposed to plain {{Tt|''objectname''tur.vxl/hva}} it loads normally. When setting {{f|TurretCount}} to a value greater than {{tt|0}}, see that {{f|WeaponCount|link}} is also set correctly. This has to be
    970 bytes (147 words) - 05:28, 20 August 2015
  • {{tt|Underwater{{Equal}}yes}} has three known effects and one untested effect: * {{tt|It will also restrict units from recloaking when it is in fact on land.}}
    693 bytes (104 words) - 00:01, 10 September 2013
  • {{f|Thief|link}} - this must be set to {{tt|yes}} for {{f|VehicleThief|yes|link}} to work correctly, however there is a
    1 KB (201 words) - 10:48, 27 November 2009
  • :''Assuming Apocalypse Tanks had {{tt|1=VHPScan=Strong}} set.'' :''Assuming Grizzly Tanks had {{tt|1=VHPScan=Normal}} set.''
    4 KB (615 words) - 12:28, 15 April 2020
  • ...ly. Then, {{Tt|(Elite)Weapon1}} is used as the default weapon instead of {{Tt|Primary}}. Values larger than {{tt|18}} are not allowed and will corrupt memory.
    1 KB (177 words) - 05:28, 20 August 2015
  • ...ircraftTypes]] and [[VehicleTypes]] which have {{f|Size|link}} exceeding {{Tt|5}}.
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  • ...'',20}}. The third shot, if the weapon were to allow it, would come from {{tt|100,'''50''',20}} again. And so on.
    959 bytes (154 words) - 13:24, 30 March 2022
  • {{f|Arcing|yes}} makes the projectile travel at a fixed [[speed]] of {{tt|50}}, ignoring both {{f|Acceleration|link}} and the weapon's {{f|Speed}}. I
    1 KB (171 words) - 12:51, 11 September 2018
  • ...hnoTypes armed with such weapons to be unable to fire at ground targets, {{tt|LandTargeting}} must be set to '1' on these TechnoTypes. ...tt>[AAHeatSeeker]</tt> and <tt>[FlakProj]</tt>. The <tt>[[LandTargeting]]</tt> will prevent these AA defenses from firing on units on the ground.
    1 KB (224 words) - 02:27, 18 July 2011
  • ...each cell of the building's foundation, a random number from {{tt|0}} to {{tt|Foundation Width + Foundation Height + 5}} is picked. Depending on this num * {{tt|1}} to {{tt|5}} create the first item in the {{f|OnFire}} list.
    2 KB (307 words) - 04:37, 21 July 2014
  • * {{f|InfDeath|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette if {{f|AltPalette|yes * {{f|InfDeath|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be rema
    6 KB (855 words) - 22:15, 9 July 2022
  • {{tt|Verses}} defines a [[Warhead]]-specific damage multiplier for each {{f|Armo There are special-case {{tt|Verses}} values that are only available in {{Ra2}} and {{Yr}}. These values
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  • |name={{tt|CellSpread}} |values={{values|float}}(in practice, {{tt|CellSpread}}s over 11 generate Internal Errors)
    17 KB (1,974 words) - 19:56, 1 January 2019
  • The {{tt|[InfantryTypes]}} section of {{Rules}} lists all InfantryTypes{{Sup|[[Infan
    4 KB (495 words) - 10:09, 27 November 2009
  • ...ed by {{Tt|Soviet}}. In fact, they are referenced by {{Tt|Russian}}, and {{Tt|Soviet}} does not exist.
    2 KB (290 words) - 15:55, 20 May 2010
  • ** {{f|Color|link}} of Neutral and Special is hardcoded to {{tt|LightGrey}}. ...[RA2]]/[[YR]], this section was renamed to {{s|Countries|link}}, but the {{tt|[Houses]}} list is created and populated by the engine on-the-fly. See [[Co
    8 KB (990 words) - 16:50, 6 April 2024
  • |'''"{{tt| FSC}}"'''<br>CSF header identifier<br>If this is not "{{tt| FSC}}", the game will not load the file.<br/>By the way, " FSC" means "CSF ..., a label can contain more than one such pair, but only the first pair's {{tt|Value}} is ever actually used by the game.)''
    17 KB (2,822 words) - 02:42, 22 February 2024
  • ...n {{Tt|tibsun.mix -> local.mix}}, the patches add a different version to {{Tt|patch.mix}}. ...{{Tt|aifs.ini}}) is in {{Tt|expand01.mix}}. (This mix file also contains {{Tt|ai.ini}}, which introduces the generic gameplay changes to plain TS as well
    2 KB (287 words) - 15:02, 26 June 2017
  • ...a separate file - first frame in {{Tt|filename 0000.pcx}}, the second - {{Tt|filename 0001.pcx}}, etc. ***Right click ''the first frame'' ({{Tt|filename 0000.pcx}}) and select "''Copy as SHP''", if you are creating a SH
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  • |style="background:#e5e5e5;"|{{Tt|yes}} |style="background:#e5e5e5;"|{{Tt|no}}
    4 KB (722 words) - 10:55, 27 November 2009
  • ...threat. It is recommended to pick a value from a range of {{tt|0.0}} to {{tt|1.0}}. The higher the value, the more the unit tries to avoid any paths tha
    1 KB (184 words) - 12:39, 11 September 2018
  • ..., {{tt|[ScriptTypes]}}, A Note On Structure Numbers, {{tt|[TeamTypes]}}, {{tt|[AITriggerTypes]}}, A Note On AI Pool Teams, Some Tips On Making A Better A ...[Tags]}}, {{tt|[VariableNames]}}, {{tt|[Waypoints]}}, {{tt|[CellTags]}}, {{tt|[AITriggerTypesEnable]}}
    5 KB (710 words) - 10:31, 7 December 2009
  • ...a tank with a strength of 1000. The tank collects a promotion crate, and {{tt|VeteranArmor{{equal}}1.5}} is applied. The tank is then ambushed with a we '''If {{tt|VeteranArmor}} was a straight multiplier to {{tt|Strength}}''', the tank would now have '''1500 hitpoints''', of which '''10
    3 KB (427 words) - 09:25, 27 November 2009
  • ...s created when the destroyed object performed a special function such as {{Tt|Radar&#x3d;yes}}.
    3 KB (392 words) - 14:14, 12 March 2013
  • {{BigHorizontalBar|Attention|Apparently, the flag {{tt|HideIfNoOre}} is to be taken ''quite'' literally - the twinkle animation wi ...l ore (Riparius). By replacing only the Vinifera-images and only editing {{tt|[Vinifera]}}, you could potentially have Ore, Gems, and Tiberium in your ga
    9 KB (1,496 words) - 10:29, 27 November 2009
  • The {{Tt|Ui(md).ini}} file in [[RA2]] and [[YR]] controls the content of the Advance *RA2 version is in {{Tt|ra2.mix}} -> {{Tt|local.mix}}.
    927 bytes (148 words) - 10:46, 27 November 2009
  • ...imation is taken from {{Tt|gclock2.shp}} in the appropriate side's mix - {{Tt|sidec0#(md).mix}}, where # depends on the player's country: The SHP uses the {{tt|sidebar.pal}} from the same mix.
    707 bytes (118 words) - 09:44, 27 November 2009
  • The {{Tt|[Triggers]}} section in a map is a list of comma-separated strings that loo | The name of the [[Maps/Houses/TD|house]] associated with this trigger, or {{Tt|None}}. This house is used as a parameter by some Events and Actions.
    11 KB (1,516 words) - 10:56, 31 January 2024
  • Section didn't exist, events were specified inline in the [{{Tt|[[Triggers#td|Triggers]]}}] section with only one condition per trigger. Section didn't exist, events were specified inline in the [{{Tt|[[Triggers#ra|Triggers]]}}] section with up to two conditions per trigger.
    2 KB (349 words) - 09:23, 2 May 2021
  • In TD, Events were a part of the [{{Tt|[[Maps/Triggers#TD.2FCO|Triggers]]}}] section, and the triggers could have | rowspan=2 | {{Tt|None}}
    4 KB (538 words) - 09:58, 27 November 2009
  • In RA, Events were still part of the [{{Tt|[[Maps/Triggers#RA.2FCS.2FAM|Triggers]]}}] section, but now Triggers could | {{Tt|0}} || {{Tt|None}}
    9 KB (1,211 words) - 09:58, 27 November 2009
  • ...D. So a Trigger which has ID {{Tt|12451245}} uses the Event list with ID {{Tt|12451245}}. | rowspan=2 | {{Tt|0}}
    16 KB (2,073 words) - 09:53, 10 April 2024
  • ...D. So a Trigger which has ID {{Tt|12451245}} uses the Event list with ID {{Tt|12451245}}. ...er-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|0}}
    36 KB (4,073 words) - 16:34, 7 December 2022
  • Section didn't exist, actions were specified inline in the [{{Tt|[[Triggers#td|Triggers]]}}] section with only one action per trigger. Section didn't exist, actions were specified inline in the [{{Tt|[[Triggers#ra|Triggers]]}}] section with up to two actions per trigger.
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  • In RA, Actions were still part of the [{{Tt|[[Maps/Triggers#RA.2FCS.2FAM|Triggers]]}}] section, but now Triggers could | rowspan=2 | {{Tt|0}}
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  • | rowspan=2 | {{Tt|0}} | {{Tt|No Action}}
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  • | rowspan=2 | {{Tt|60}} | {{Tt|Sell Building}}
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  • .... So a Trigger which has ID {{Tt|12451245}} uses the Action list with ID {{Tt|12451245}}. ...first convert the float to hex ({{tt|0x3f000000}}) and further into int ({{tt|1056964608}}).}}
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  • | rowspan=2 | {{Tt|101}} | {{Tt|Reshroud Map At}}
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  • | rowspan=2 | {{Tt|50}} | {{Tt|Zoom out}}
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  • | rowspan=2 | {{Tt|0}} | {{Tt|No Action}}
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  • ...- if {{tt|ADOG}} is selected and "Select all of Type" is pressed - does {{tt|YDOG}} get selected? [[#Problems and Limitations|{{arr|d}}]] ...if SENGINEER was selected, "Select all of Type" would only select other {{tt|SENGINEER}}s. ''All participating units must be linked to all other partici
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  • First off in Rules(md).ini find the location of the {{tt|[Cannon]}} projectile. It looks much like this:
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  • ...a valid infantry unit, in other words an infantry that is listed in the {{tt|[InfantryTypes]}} list and is defined like all other infantry units.
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  • Where * is the name of the map file without the file extension, e.g. {{tt|GDI1A}}: ...[Battles|campaign]] mission this theme becomes available. It defaults to {{tt|0}}, i.e. the theme will always be available as long as it has {{f|Normal|y
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  • ...han 255). For example, pure red would be represented as {{tt|00111111}} ({{tt|63}} in decimal) in the red byte. The highest two bits are always zero, so ...ed and blue channels. Therefore it's best to design custom palettes in a {{tt|5:6:5}} format to avoid colour loss (in RGB terms, the red and blue color v
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  • ...own || This will be set to {{tt|true}} if either {{tt|Versus Medium}} or {{tt|Verses Wood}} is greater than zero.
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  • ...e. They have a {{f|BuildCat|link}} value of {{tt|Power}}, {{tt|Tech}} or {{tt|Resource}}, or have no {{f|BuildCat|link}} set at all.
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  • ...ame mistake. Yet there is one building in Red Alert 2, the Tech Outpost ({{tt|[CAOUTP]}}), where this flag is mistakenly set instead of {{f|BaseNormal|ye
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  • The [{{Tt|Tags}}] section in a map takes this format: * {{tt|0}} fires the trigger once when ''any'' of the tagged buildings is destroye
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  • The [{{Tt|CellTags}}] section takes the following format: ...it's less than four, the number is {{Tt|Y * 128 + X}} , otherwise it is {{Tt|Y * 1000 + X}}.
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  • In each of the classic C&C games and their expansion packs, the {{tt|[Waypoints]}} section in a map takes the following format: ...nates of the cell. It is interpreted as {{Tt|Y * Coefficient + X}}, with {{tt|Coefficient}} having the value of
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  • The [{{Tt|AITriggerTypesEnable}}] section in a map takes this format: | Use {{tt|yes}}/{{tt|true}} or {{tt|no}}/{{tt|false}} [[Help:Values#Boolean_values|boolean]] to enable or disable this AI
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  • The [{{Tt|Tubes}}] section takes the following format:
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  • The [{{Tt|Infantry}}] section takes the following format: | The ID of the [[Tags|Tag]] attached to this InfantryType, or {{Tt|<none>}} if no tag should be attached.
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  • ...ee-dimensional analogy of a pixel. The file extension for voxel files is {{tt|.VXL}}. Voxels may be virtually any colour (assuming the colour is utilised ...next one (index 1) is drawn above it, and so forth. See for example the {{tt|HMEC.VXL}} (Mammoth Mk.II) and its respective [[HVA]] file in {{ts}}.
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  • | {{Tt|[EVA_BuildingInfRadarSabotaged]}} | {{Tt|[EVA_RadarSabotaged]}}
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  • ...he map's [[theatres|theatre]]. If this is set, the game will discard the {{Tt|SHP}} extension of the filename and use the same extension this theatre's t
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  • ...k enemy buildings", "gather just outside our own base", "move to nearest {{tt|GACNST}}", and so on. Consider it a primitive programming language which su ...ead from that section, so nothing is stopping you from adding stuff like {{Tt|1=Name=}} for your own reference, which third party tools such as [[C&C AI
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  • Here, {{Tt|count}} stands for the amount of this unit to recruit, and {{Tt|unittype}} stands for the ID of the unit in question. [[AircraftTypes]], [[ '''Note''' again: {{Tt|Index}} is read from {{Tt|0}} to {{Tt|5}} inclusive in ascending order, unlike other object lists which read the
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  • ...to {{Tt|<none>}}, can be set to an individual house/country's name or to {{Tt|<all>}}, indicating that all houses/countries of the appropriate Side can u ...", 2 - "{{Tt|{{equal}}}}", 3 - "{{Tt|>{{equal}}}}", 4 - "{{Tt|>}}", 5 - "{{Tt|!{{equal}}}}"), the next six octets are unused. See below for Condition che
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  • ; {{tt|yrpp}} : the wrapper library enabling the use of most ingame functionality ...code, for example, {{Tt|C:\My Documents\Visual Studio Projects\Ares}} or {{Tt|F:\source\Ares}}, whatever suits you.
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  • | {{Tt|[General]{{arr|r}}}}{{f|MyEffectivenessCoefficient|link}} | {{Tt|[General]{{arr|r}}}}{{f|TargetEffectivenessCoefficient|link}}
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  • ...and ParticleSystems is {{f|BehavesLike|link}}. As the flag name implies, {{tt|BehavesLike}} defines how the Particle or ParticleSystem in question behave ...ge. See the section on DC/EC for details on animating the image. Applies {{Tt|WindEffect}} to the particles as follows:<br>
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  • Please note that, while {{tt|PoseDir}} is used when an aircraft is created, once it departed, returned, Also note how the (original) usage instructions of 1=NE, 2=E on {{tt|PoseDir}} are wrong.
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  • Specifies if this projectile should use the {{tt|PARABOMB}} image (a parachute-retarded bomb).
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  • ...map and spawning its attached particle systems or other effects. Unlike {{tt|HideIfNoOre}}, this type of animation can be visible to one player and invi
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  • *First, the time in frames it will take to finish (let's call it ''{{tt|T}}'') is equal to the animation's {{f|Rate|link}} setting. ...} specified, ''{{tt|T}}'' is set to a random number between {{tt|x}} and {{tt|y}}.
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  • ...will be able to target and successfully be used on objects which have an {{Tt|[[IvanBomb]]}} attached. Weapons of any kind can be force-fired on the grou
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  • | An AircraftType has fired a weapon which has <tt>[[Suicide]]=yes</tt> set. * If {{Tt|00506115}} appears near the top of the stack dump - some country (present i
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  • *{{tt|ptr->GetType()}} returns an {{tt|ObjectTypeClass *}} to the type data *On TechnoClass and its derivates, {{tt|ptr->GetTechnoType()}} returns a {{tt|TechnoTypeClass *}} to the same type data
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  • ...on each particular flag whether it is spelled "{{tt|Jump'''J'''et}}" or "{{tt|Jump'''j'''et}}".
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  • In RP/NP, we could with {{Tt|1=Type=Money}} and {{Tt|1=AutoFire=yes}} make a super weapon that automatically give us money. In [[Portal:Ares|Ares]] there is no {{Tt|1=Type=Money}}, but we have other tags. Here is how this is done in Ares
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  • When dying, infantry with {{f|Doggie|yes}} plays {{tt|Die5}} sequence instead of using {{f|FlamingInfantry}} or the electro anima
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  • ...lay IFV behaviour as expected ONLY with the unit that has the ID <tt>[FV]</tt>. This means that while it is possible to alter the existing IFV a great de ==={{Tt|[[IFVMode]]}}===
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  • ...t for this flag) actually calls for {{Tt|Weapon1}}, IFV Mode=1 calls for {{Tt|Weapon2}}, etc. ...s is limited by the 'swapping factors' (See {{Tt|[[YTurretWeapon]]}} and {{Tt|[[YTurretIndex]]}}), which are hard-coded into the game and number 13 in ''
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  • ...'yes' or 'no' and determines if this object with <tt>[[CanDisguise]]=yes</tt> set only disguises when it is not moving rather than a permanent disguise. ...se its disguise when moving (unless it also has <tt>[[PermaDisguise]]=yes</tt>, which has problems of its own when used on vehicles).
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  • * If the unit is {{f|JumpJet|yes|link}} and has {{Tt|DeployToLand|yes|link}} set, it will first turn to face the direction speci
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  • * {{Tt|BINKW32.dll}}, * {{Tt|BLOWFISH.dll}},
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  • ...] with the exception of [[Bouncer|debris anims]] and the animation named {{tt|[INVISO]}}.
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  • The [{{tt|Structures}}] section takes the following format: | The ID of the [[Triggers|Trigger]] attached to this BuildingType, or {{Tt|none}} if no trigger should be attached.
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  • {{BigHorizontalBar|Attention!|In Tiberian Sun, {{tt|RandomLoopDelay}} is known to cause players to desync in an online game (Re
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  • ...y be used on [[AircraftType]] and [[Projectile]] images (such as torpedo {{tt|[SUBT]}})
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  • ...is {{tt|-1}}, the attached task force's {{f|Group}} is used. A value of {{tt|-2}} means "any group" and effectively disables the group check. ...roup {{tt|-2}} on team types matches any unit's group, but a group ID of {{tt|-2}} on a unit does not match any team type; it only matches {{f|Group|-2}}
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  • ...impacting with its target or an obstacle (such as a cliff). Defaults to {{tt|0}} and has the effect of preventing a homing projectile from detonating wh ....com/forum/viewtopic.php?p=495153#495153 LKO demonstrates differences in {{tt|Arm}} values]
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  • ...will then appropriately unload whatever it is holding, which can also be {{Tt|[[Passengers]]}} (however, these will not get passed into the structure, bu
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  • ...at. Valid values range from {{tt|0%}} (inaccurate, random targeting) to {{tt|100%}} (accurate, no randomness).
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  • On an object that has the ability to deploy through {{Tt|DeployFire}}, this specifies which weapon this object uses when it is deplo ...which have {{Tt|DeployFire}} and {{Tt|IsGattling}} will always use their {{Tt|Weapon1}} when deployed.
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  • ...inaccurate if it is targeting a cell or infantry with either the warhead {{tt|AP}} or a warhead with {{f|Ranged|yes|link}}.
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  • ...e [[LandTypes|terrain types]] {{tt|Water}}, {{tt|Beach}}, {{tt|Ice}}, or {{tt|Rock}}.
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  • ...rame (15 frames equal 1 second). The average time until being ignited is {{tt|50 frames / TreeFlammability}}. | {{tt|1.00}} ({{tt|100%}})
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  • ...|link}} do the same and apply to their respective {{tt|ActiveAnim#}} and {{tt|ActiveAnim#Damaged}} animations.
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  • ...of credits given to the owning player every {{f|ProduceCashDelay|link}} {{tt|- 1}} frames. This is part of the oil derrick tech structure logic.
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  • Only values greater than {{tt|1}} are supported, otherwise the delay timer will not work correctly and th The delay timer will not start if {{f|ProduceCashStartup|link}} is set to {{tt|0}}. In this case the building will not produce cash.
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  • ...ed by {{f|SpawnDelay}}. Otherwise, the delay is dynamically increased by {{tt|(Number of Scalable Projectiles - 5) / 3}} (decimals are cut off). This mea
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  • ...}} will receive 1 hitpoint of damage. Damage is delivered by the warhead {{tt|AP}} in {{ra}}, or {{f|C4Warhead|link}} in {{ts}}.
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  • ...ployer}}, it will simple-deploy, becoming stationary and changing to its {{Tt|UnloadingClass}}, before firing its weapon.
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  • The {{tt|BuildingType}} responsible for keeping the Firestorm Defense active. When a
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  • A value of {{tt|0.0}} does not reduce Firestorm active time. Negative values should increas ...by multiplying it with {{tt|0.1}} (assuming the default value), yielding {{tt|15}} frames of Firestorm damage, which is then subtracted from the remainin
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  • Whether or not this {{tt|BuildingType}} is part of the Firestorm Defense system. Buildings can be pl
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  • ..., or projectile ignores active {{f|FirestormWall|yes|link}} sections. If {{tt|no}}, the object is destroyed when it comes in contact with the Firestorm,
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  • ...iumProof|no|link}}. The units are owned by the first country of the side {{tt|Neutral}}.
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  • ...ravels in a straight vertical line, up or down. This tag also requires a {{Tt|[[DetonationAltitude]]}} to be set on any projectile it is used on. * When combined with a positive {{Tt|[[ROT]]}}, it seems to take precedence over Vertical, turning the projectil
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  • ...he height above the ground, in leptons, that a projectile which also has {{Tt|[[Vertical]]}} set has to reach in order to detonate. Such a projectile wil
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  • ...the 'deploy' order, which will cause it to fire the weapon determined by {{Tt|[[DeployFireWeapon]]}} at the ground underneath itself.
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  • ...ildings. Among several more minor things, buildings with this tag set to {{tt|yes}} can show the construction animation when a structure is placed, and s
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  • ...Jumpjet locomotor. The deceleration is calculated by {{f|JumpjetAccel}} {{tt|* 1.5}}.
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  • ...to recruit the units on the map with {{tt|AUTOCREATE_NO_RECRUITABLE}} as {{tt|1}}, because of any reason like {{f|Group|link}} mismatch along with {{f|Re ...itional restriction apply that is if {{tt|AUTOCREATE_NO_RECRUITABLE}} is {{tt|1}} then it cannot produce from factory.
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  • The [{{Tt|Units}}] section takes the following format: | The ID of the [[Tags|Tag]] attached to this VehicleType, or {{Tt|<none>}} if no tag should be attached.
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  • The [{{Tt|Aircraft}}] section takes the following format: | The ID of the [[Tags|Tag]] attached to this AircraftType, or {{Tt|<none>}} if no tag should be attached.
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  • *The infamous {{tt|-G}} suffix is used to distinguish global ({{ini|ai}}) TeamTypes from local
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  • ...areas or thick grass. In {{ra2}}, this defaults to the same settings as {{tt|Clear}}. | Cliffs (before {{ra2}} {{tt|Rock}} was used for cliffs).
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  • | [[Terrain Control INI files]] || Object's Animations || [[TileAnim|{{tt|Tile''nn''Anim}}]]{{fnl|1}} || string || ? || | [[Terrain Control INI files]] || Object's Animations || [[TileXOffset|{{tt|Tile''nn''XOffset}}]]{{fnl|1}} || int || ? ||
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  • ...capacity]], as well as [[verses|effectiveness]] against {{tt|none}} and {{tt|heavy}} armor types. This value is capped at {{PAGENAME}}.
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  • ...mes]] to wait before moving to the next animation frame. In other words, {{tt|1}} is the fastest speed, and higher values indicate slower speed.
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  • ** {{W}} Note that the particle system {{tt|[GasCloudSys]}} must ''not'' have a limited {{f|Lifetime}} [[Internal_Error
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  • ...fset the coordinates at which particles spawn along the particle spiral. {{tt|0}} means no perturbation, i.e. particles are spawned neatly along the spir
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  • ...plays a short animation from frame 7 to 10, spawns a [[particle]] of the {{tt|GasCloudM1}} type, reverses the animation, and cuts back to frame 0. This i
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  • ...1}} to fire the building's [[Primary|primary weapon]] from. Expressed in {{tt|X,Y}} format where X shifts the offset on the X-axis (positive values move
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  • ...g of this building upgrade animation. In general, animations with larger {{tt|YSort}} values will layer over ones with lower values, and using lower numb
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  • ...production speed is calculated with the following formula, provided that {{tt|n > 1}}: ...roduction speed, while building more than two factories increases it. If {{tt|0.33... < {{PAGENAME}} < 0.5}}, you need more than three factories to incre
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  • Note that the value used in unmodified {{ini|rules}}, {{tt|2000}}, is more than all the height levels combined, meaning that the logic
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  • Note that the value used in unmodified {{ini|rules}}, {{tt|2000}}, is more than all the height levels combined, meaning that the logic
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  • HVA files ('''H'''ierarchical '''V'''oxel '''A'''nimation, file extension {{tt|.hva}}) contain additional information regarding a [[voxel]] model: section ...le (e.g. {{tt|tank.vxl}}), if it doesn't find the accompanying HVA file ({{tt|tank.hva}}), the game will crash.
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  • ...[[shape]] file {{tt|c_shadow.shp}}, located in the theater [[mix]] file ({{tt|iso*.mix}}). As a result, attempts to use this tag on custom cliffs will re
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  • ...are inherently self-repeating. For example, when executing script action {{tt|0,2}} ("attack building"), the task force will attack the next [[BuildingTy ...tarts at 1. So, to jump to the first script action whose index is 0, use {{tt|n=6,1}} for this script. Jump to line number could be specified to any of t
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  • ...{tt|1.0}} is the maximum for individual voxels. Using values higher than {{tt|1.0}} does not increase the size of the voxels, but it continues to spread
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  • This bug is caused by failure to reset {{tt|ScenarioInit}}, a mutual exclusion (mutex) lockcount for low-level actions. ...ers never exited the transport). At this point the game forgets to reset {{tt|ScenarioInit}}, causing it to go haywire.
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  • Expressed in {{tt|X,Y,Z}} format: * The location of the exit coordinate origin ({{tt|0,0,0}}) depends on the factory type and additional flags.
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  • ...se has to construct buildings from its {{f|NodeCount|link}} listing, and {{tt|100}} if it does not. Used only by AI controlled houses.
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  • ...to fire the building's [[Secondary|secondary weapon]] from. Expressed in {{tt|X,Y}} format where X shifts the offset on the X-axis (positive values move
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  • ...ally searches for a barrel voxel file with the {{tt|-barl}} suffix (e.g. {{tt|tankbarl.vxl}}) and uses it if found.
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  • ...the color indices 16 to 31 on the unit [[palette]] ({{tt|unittem.pal}}, {{tt|unitsnow.pal}}, etc.).
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  • ...of the four overlay types: {{tt|TIB01}}, {{tt|TIB02}}, {{tt|TIB03}}, or {{tt|TIB04}}.
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  • ...s of multiplayer and skirmish, house types are the houses defined in the {{tt|[Houses]}} section in [[rules.ini]]. In singleplayer, the map's own {{tt|[Houses]}} section defines both the map's house types ''and'' houses.
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  • * Objects using the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned build ...ile technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.
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  • * Objects using the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned build ...ile technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.
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  • * Objects using the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned build ...ile technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.
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  • * Objects using the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned build
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  • * Objects using the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned build
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  • * Objects using the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned build
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  • ...he building types {{tt|NUKE}} and {{tt|NUK2}} in {{td}}; {{tt|POWR}} and {{tt|APWR}} in {{ra}}) until it has at least this amount of surplus of power and
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  • Specifies the maximum number of refineries (of the [[BuildingTypes|type]] {{tt|PROC}}) a computer player is allowed to have in its base at a time. Once th
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  • ...he building types {{tt|PYLE}} and {{tt|HAND}} in {{td}}, {{tt|TENT}} and {{tt|BARR}} in {{ra}}).
    566 bytes (93 words) - 22:21, 3 April 2024
  • ...uilding types]] {{tt|PYLE}} and {{tt|HAND}} in {{td}} or {{tt|TENT}} and {{tt|BARR}} in {{ra}}.
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  • ...that should be composed of war factories (hardcoded to the building type {{tt|WEAP}}).
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  • ...maximum number of war factories (of the [[BuildingTypes|building type]] {{tt|WEAP}}) a computer player is allowed to have in its base at a time. Once th
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  • ...} and {{tt|OBLI}} in {{td}} or {{tt|PBOX}}, {{tt|HBOX}}, {{tt|GUN}}, and {{tt|FTUR}} in {{ra}}).
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  • ...} and {{tt|OBLI}} in {{td}} or {{tt|PBOX}}, {{tt|HBOX}}, {{tt|GUN}}, and {{tt|FTUR}} in {{ra}}.
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  • ...Types|buildings]], that should be composed of Tesla Coils (building type {{tt|TSLA}}).
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  • Specifies the maximum number of Tesla Coils (building type {{tt|TSLA}}) a computer player is allowed to have in its base at a time. Once th
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  • ...s|buildings]], that should be composed of helipads (of the building type {{tt|HPAD}}).
    490 bytes (80 words) - 23:14, 3 April 2024
  • Specifies the maximum number of helipads (building type {{tt|HPAD}}) a computer player is allowed to have in its base at a time. Once th
    441 bytes (75 words) - 23:15, 3 April 2024