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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>.
    5 KB (784 words) - 18:23, 13 November 2023
  • {{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

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