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  • ...essential to CnC, even more than harvesting. A Weapon is a combination of Weapon-specific data, warhead, and projectile. ...game first checks for the [[animation]] &amp; [[sounds|sound]] set in the weapon to display them;<br>
    8 KB (1,156 words) - 10:54, 27 November 2009
  • ...this was the case then take a look at the changes you applied to that unit/weapon/whatever and see if there are any mistakes.<br> | Airburst weapon bullet was null. If you have {{f|Airburst|yes|link}} or {{f|Splits|yes|link
    20 KB (3,373 words) - 17:39, 2 April 2024
  • ...t contains the "rules" of the game &ndash; the properties of every object, weapon, warhead, etc. in the game. For any C&C game from {{Ra}} to {{Yr}}, this is *[[:Category:Rules(md).ini Flags|Rules(md).ini Flags]]
    9 KB (1,263 words) - 02:37, 22 February 2024
  • ...uld produce a very thin red line to its target just prior to it firing its weapon. It was only used on the Titan and apart form that is unused. The original ...ileLauncher] weapon to give the GGI laser guided missiles. Find the chosen weapon in [[rules]].ini and add the following code to the end of its stats:
    3 KB (495 words) - 14:55, 30 March 2008
  • ...t (not in {{Yr}}, unless a mod has included the [[SellUnit|Sell Unit super weapon]]) or sent to a [[Grinding|Grinder]] ({{Yr}} only), or the building when it [[Category:rules(md).ini Flags]]
    4 KB (724 words) - 10:33, 27 November 2009
  • '''Note:''' You cannot define a weapon in the main rules and then give it to a unit in a mode file. Doing so will ...s, create a dummy, non-buildable unit in the main rules first and give the weapon to that unit.<br>
    8 KB (1,531 words) - 20:29, 11 March 2011
  • |types={{Categ|Weapon|Weapons}} ...=</tt> determines which Projectile {{sup|[[#As_an_Object|{{arr|d}}]]}} a [[weapon]] should use.
    5 KB (594 words) - 18:49, 30 June 2021
  • ...ng ammo on non-[[AircraftTypes]] is often buggy, in the sense that not all flags work or have the desired effect. This also means AircraftTypes require a de The ammo and reloading system is controlled by several INI flags:<br>
    8 KB (1,416 words) - 14:28, 19 December 2023
  • |types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}} ...Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact.
    3 KB (441 words) - 20:55, 25 May 2019
  • ...ttings are located. Note that the game's AI relies on more than just these flags, and, at least for some of us, only the slightest modification of them has ==AI-related Flags in {{yr}}==
    17 KB (2,462 words) - 12:37, 25 December 2020
  • ...others as well. Such structures are completely immune to normal [[Weapons|weapon]] damage and thus cannot be destroyed in the standard way. They however ''a ===New Values and Flags===
    6 KB (828 words) - 09:05, 14 February 2023
  • * Weapon (Note: Superweapons override weapons, so structures may not have both) ...s. Both {{f|Primary|link}} and {{f|Secondary|link}} must point to the same weapon if the upgrade is to provide it. If you set them to be two different weapon
    6 KB (849 words) - 16:17, 29 July 2021
  • :After I commented out the flags on the first three and made the Deso "yes" again, everything worked fine. :ImmuneToPsionicWeapons=yes and Assaulter=no were the only other flags I added to the GI/Sniper/GGI. I disabled all of them and reactivated one at
    7 KB (1,150 words) - 15:51, 26 June 2023
  • ...ier to damage when a building designated as {{f|PrismType|link}} fires its weapon supported by other buildings of the same type. ...100 ''again'' for each such case. Which results in a severely overpowered weapon.
    1 KB (205 words) - 14:18, 4 December 2020
  • ...ly occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined. ...unit does not have a [[Primary#Current_Primary_Weapon|''current'' primary weapon]]) ''and'' has not specified its own [[DeathWeapon#For_TechnoTypes|{{tt|Dea
    2 KB (289 words) - 20:04, 31 May 2012
  • Flags in Powerups are listed as {{co|Cratename|green}}={{co|X|blue}},{{co|Y|purpl |+'''Explanation of {{tt|[Powerups]}} flags, default YR values, availability'''
    11 KB (1,828 words) - 18:20, 10 August 2023
  • Specifies the main weapon of the [[TechnoType]] for which this flag is set.<br> The {{tt|Primary}} weapon is always used when:
    1 KB (243 words) - 11:56, 27 November 2009
  • |types={{Categ|Weapon|Weapons}}, {{Categ|Particles}}, {{Categ|VoxelAnims}}, {{Categ|Animations}} ...nimation/debris/particle delivers. The {{f|Verses|link}} and other warhead flags can alter this number before it is applied to the affected object(s).
    2 KB (376 words) - 21:25, 5 April 2024
  • |types={{Categ|Weapon|Weapons}} ...can be set with <tt>[[IsHouseColor]]</tt> and ''possibly'' other coloring flags applicable to <tt>[[IsLaser]]=yes</tt> weapons.
    421 bytes (71 words) - 18:48, 10 March 2007
  • ...th {{f|Acceleration|link}} and the weapon's {{f|Speed}}. It also makes the weapon able to shoot slightly farther than its {{f|Range|link}} would suggest, and See the affecting flags of [[Gravity]] and [[BallisticScatter]].
    1 KB (171 words) - 12:51, 11 September 2018
  • ...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
  • * The {{f|AnimList|link}} of this unit's weapon(s) is ignored. ...In addition, although the unit will still be able to fire its weapon, the weapon will deal no damage.}}
    1 KB (194 words) - 14:18, 4 December 2020
  • ...chnoType]] is destroyed, provided that the object has a {{f|Primary|link}} weapon and {{f|Explodes|yes|link}}. [[Category:Resetting Flags]]
    753 bytes (121 words) - 14:20, 4 December 2020