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  • ...are accessable by typing their name into the box to the left and hitting "Go". In addition, we have a wide range of modding-specific pages dealing with
    2 KB (347 words) - 02:08, 6 December 2012
  • There you go, now your tank will be named "My New Tank" when you move your mouse over it
    4 KB (703 words) - 13:48, 12 December 2021
  • ...el=-1) and they're not all in the first 101 lines of the list, the AI will go nuts - it'll build the last unit in the list non-stop, and won't attack. To
    4 KB (622 words) - 22:40, 18 July 2023
  • :allow ground-based {{f|VehicleTypes|link}} to go in for the same.
    3 KB (396 words) - 09:42, 27 November 2009
  • However, pd has other commitments and should not be treated as the go-to guy for any IEs you may have. Further more, pd may not neccessarily be a ...mode scanning for targets when promotion happens. [maybe this part should go off to a talk page?] ''//[[User:DCoder|DCoder]]''
    20 KB (3,373 words) - 17:39, 2 April 2024
  • To get the CSF.ini that required in this script, please go to page [[CSF File Format#Decode Script|CSF File Format]].
    9 KB (1,263 words) - 02:37, 22 February 2024
  • ...C:IMA ADPCM WAV Writer Plug-In|XCC IMA ADPCM WAV Writer Plug-In ]] plugin. Go to configure, and select your RA2 directory (usually C:\Westwood\RA2\) as t Now go to your [[RA2]] directory using Windows Explorer, and rename the [[WAV]] (i
    8 KB (1,376 words) - 09:53, 14 June 2021
  • ; or LAN game maps. These need to go into the house types array first and without
    10 KB (1,436 words) - 20:34, 15 January 2011
  • ...{{Tt|New}} and choose where to save it. To add files to a mix file you can go to import or you can use the faster method of "drag 'n drop" you can select
    11 KB (1,823 words) - 09:42, 26 October 2023
  • :Unit will need {{f|MovementZone|Subterannean|link}} for the unit to actually go underground when origin and/or target location are part of [[TileSets]] wit
    10 KB (1,675 words) - 13:26, 7 January 2024
  • The CNC Timeline is most frequently considered to go like this:
    3 KB (309 words) - 15:58, 8 August 2015
  • |"In 1946, Einstein used his chronosphere device to go back in time and forever alter history."
    5 KB (846 words) - 01:27, 10 November 2014
  • MovementZone says where the unit is allowed to go and helps the [[AI]] pathfinding routines. The possible values it takes are
    4 KB (631 words) - 07:51, 2 January 2023
  • The next stage is to add the Campaign buildings. They will go right after the fixed entries we have just pasted in - this way they always ...the list, and keep in mind any new ones you create in the future will also go on the end. use the XCC Mixer to extract sov01umd.map from mapsmd03.mix (fo
    23 KB (3,424 words) - 13:11, 25 August 2020
  • ...ned with are battle(md).ini, mission(md).ini and mapsel(md).ini and I will go through the structure of them in turn. Briefing= .csf string to display when you go to the briefing screen after already entering the mission.
    8 KB (1,464 words) - 12:55, 17 July 2021
  • ...ou know I only start threads on special occasions, so it's time for you to go "uh-oh" now.
    7 KB (1,150 words) - 15:51, 26 June 2023
  • ...He decided to use the Time Machine, designed by prof. Einstein in order to go back to the past, and destroy Psychic Dominators before they were activated ...Devices. As they have captured and powered both devices, they were able to go back to the past, with the same coordinates as Yuri's (nobody knows how did
    23 KB (3,867 words) - 16:42, 30 June 2022
  • After all, you're a modder. Go try it out.
    5 KB (784 words) - 18:23, 13 November 2023
  • ...up or down accordingly. A unit can only be hit by such projectiles if they go directly into them and if the unit in question was the target. Otherwise no ...projectile fired by AircraftTypes with an Acceleration value of -200 will go in wide circles and rarely if ever actually hit the target.
    2 KB (255 words) - 08:24, 20 August 2020
  • This flag specifies the game's "go-to" [[warhead]] used in several hardcoded cases:
    1 KB (164 words) - 19:28, 29 November 2022
  • If {{sl|CombatDamage|BerzerkAllowed|yes|link}} is set, the cyborg can go berzerk if it is damaged. In {{Ra2}} and {{Yr}} the berzerk ability is not
    1 KB (189 words) - 23:56, 24 March 2013
  • The projected health cannot go below -30 hitpoints, and it will increase every 4 frames until it equals th
    4 KB (615 words) - 12:28, 15 April 2020
  • ...aos' warhead - if set to <tt>yes</tt>, units affected by this warhead will go berserk for a number of frames specified by the {{f|Damage|link}} of the we
    2 KB (267 words) - 23:58, 24 March 2013
  • ** if it's a BuildingType with {{f|InvisibleInGame|yes|link}}, go to the next item.
    17 KB (1,974 words) - 19:56, 1 January 2019
  • For more information about what a CSF file is, go to the [[CSF|CSF page]].
    17 KB (2,822 words) - 02:42, 22 February 2024
  • Still assuming the Twinkle Animation is TWNK1, go to {{tt|[TWNK1]}} in [[art.ini|artmd.ini]] and modify it to look like this: ...r types|Armors]] are not bound to [[Category|categories]], so you can just go to {{tt|[SLAV]}} and replace {{tt|Armor{{equal}}none}} with {{tt|Armor{{equ
    9 KB (1,496 words) - 10:29, 27 November 2009
  • | {{Tt|Go Berzerk}}
    19 KB (2,190 words) - 12:25, 22 October 2023
  • | {{Tt|Go Berzerk}}
    20 KB (2,269 words) - 14:57, 16 November 2022
  • ...ing out and where it lands, I made it land just short of where tires could go, i also changed Elasticity= tag to stop the ore from bouncing. You will have to go through every unit and change these tags to suit the unit cost, you might n
    5 KB (970 words) - 10:23, 27 November 2009
  • |Wait a while, then go into hunt mission
    5 KB (726 words) - 19:47, 8 June 2023
  • Like {{f|PowerPlant|link}}, this must go under a side section. For the Allies and Soviets, you merely have to put th
    732 bytes (122 words) - 10:26, 27 November 2009
  • Your new code should go in the {{Tt|Ares}} folder, the YRPP folder should not be modified without a
    9 KB (1,455 words) - 03:15, 25 October 2014
  • ...Particles - they spawn their own Particles when needed, tell them where to go, how to act and when to die. There are no unmanaged Particles in the game, * '''{{sl|CombatDamage|DefaultSparkSystem}}''' In YR, if Robot Tanks go offline, this ParticleSystem will be spawned every once in a while.
    20 KB (3,012 words) - 17:55, 2 April 2024
  • :''Someone also double-check if anims go clockwise or counter-clockwise.''
    3 KB (483 words) - 10:01, 27 November 2009
  • Next, go to the sections of the objects you want to have produced in your split prod
    5 KB (796 words) - 13:21, 12 August 2010
  • ...s, (although they could be modified to do so with some effort), so I won't go into that right now. ...byte to 10th(09) byte of the '''Header''') If not, use your hex editor and go to very first line of this mix file, read the 7th(06) byte to 10th(09) byte
    12 KB (2,060 words) - 15:25, 7 November 2023
  • in {{Ts}}, defines whether [[InfantryTypes]] with {{f|Cyborg|yes|link}} will go berzerk when they are damaged and their health drops below {{sl|AudioVisual This flag does not affect the behavior of the ''Go Berzerk'' script action 2 and map action 91.
    764 bytes (120 words) - 23:57, 24 March 2013
  • Ahh [[Warhead]]s, the part that actually makes things go boom in CnC. This element is by far the single strongest "general" tag appl
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...0.3em;">Number of [[:Category:DeeZire_definitions|DeeZire definitions]] to go:<div style="font-size: xx-large; line-height: 1.3em; text-align: center; fo
    869 bytes (114 words) - 05:31, 10 December 2009
  • ...u/~ben_s/Misc/3DTut/index.html'' which is no longer available. All credits go to [http://www.ppmsite.com/forum/profile.php?mode=viewprofile&u=728 ''mesel Learning the UI is crucial. Spend as much time as you need and go through the tutorials, you won't regret it. It will probably take you 2 wee
    17 KB (2,979 words) - 06:22, 21 August 2020
  • ...oggie|yes}} infantry on a guard mission will turn south-east and sit down (go prone) on cells containing any type of Tiberium. Tiberian Fiend art must ha
    1 KB (201 words) - 07:26, 30 September 2014
  • ...ll again, you will load in and start a skirmish! That means you're good to go and can make your first edit in... [[Conscript's_Modding_Coursebook/2._Your ...ssions, some by missing files or version mismatch, others just... come and go. Yes, there are some errors we don't know how to fully solve. Below is a li
    10 KB (1,536 words) - 12:24, 25 October 2023
  • 1. Go to your Launch Base program folder and then "Mods". Inside the "Mods" folde
    2 KB (418 words) - 23:16, 14 September 2012
  • ...g that after the first selected target is destroyed, the team members will go on to select the next target based on the scan range.
    4 KB (685 words) - 08:32, 31 October 2018
  • ...nt when it gets chronoed out since there are two layers of transparency to go through" - art(md).ini
    326 bytes (54 words) - 08:16, 24 April 2019
  • Here's an example of what flags go into the header (ripped from an 8 player skirmish map)
    1,001 bytes (104 words) - 18:47, 8 July 2021
  • first, go open up your TMP builder and create a new tile, a 3x3 one. the tiles will b ...mp type' for this tile, but i think you can guess what that function does. go ahead and form the tile and delete any unused tiles, then save it and open
    5 KB (935 words) - 23:16, 17 July 2021
  • ...he units in the task force will move out of their patrol route to actively go and engage any enemy objects that are within their {{f|Sight|link}} as they
    39 KB (6,281 words) - 22:44, 4 February 2024
  • ...At this point the game forgets to reset {{tt|ScenarioInit}}, causing it to go haywire.
    3 KB (392 words) - 14:11, 11 July 2023