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  • ...ncyclopedia]], the user-expandable guide to modding Command & Conquer. All RA2/YR INI flags are accessable by typing their name into the box to the le All links should work normally now. If there are any issues left, let me know.
    2 KB (347 words) - 02:08, 6 December 2012
  • ...modifying their behaviour (how they do their damage) is generally limited. All though it is possible to add more superweapons to the list, the {{f|Type|li ...n a hardcoded issue and is to do with the xxxtypes section, which lists of all the units in the game. The list looks like this:
    5 KB (920 words) - 16:43, 22 January 2015
  • CSF files contain all the ingame texts of RA2 (ra2.csf) and YR (ra2md.csf). They can be edited ei
    4 KB (703 words) - 13:48, 12 December 2021
  • EVA-voices are saved in the corresponding mixes as .wav files. All sounds in RA2/YR (and probably TS/FS too) should be in IMA ADPCM Format at #*Make sure that you get the capitalization and the spelling the same for all of the entries or the new sounds will not work!
    3 KB (579 words) - 06:53, 25 July 2011
  • ...more than 101 buildable units (those without TechLevel=-1) and they're not all in the first 101 lines of the list, the AI will go nuts - it'll build the l Just make sure to check the INI flags for each civilian unit. All of them have TechLevel=11 or -1, ThreatPosed=0, AmbientSound=xxx, and so on
    4 KB (622 words) - 22:40, 18 July 2023
  • ...licit [WeaponTypes] list in the rules, the game builds one internally from all the weapons that are loaded via objects. This list is used by certain ingam
    8 KB (1,156 words) - 10:54, 27 November 2009
  • All warheads deal damage depending on {{f|Verses|link}}, which set percentage o
    3 KB (485 words) - 09:39, 5 November 2022
  • **Build a different unit, queue all five, cancel the different unit unless you want it.
    3 KB (521 words) - 07:01, 30 August 2020
  • Crates are the box-like objects that appear in all C&C games and grant bonuses (or 'surprises') to the player that collects th
    1 KB (154 words) - 22:05, 11 February 2020
  • (all self-explanatory). ...nts is set on the structure itself, by setting its {{f|Primary|link}}. So, all infantry fire the same weapon inside the structure.
    3 KB (396 words) - 09:42, 27 November 2009
  • ...om EIP values. As such, if you do have an unexplained IE, you should check all of the known causes. ...s that this value is not divided by, so there shouldn't be an exception at all... Will contact Apollo who submitted this as the cause. ''//[[User:DCoder|D
    20 KB (3,373 words) - 17:39, 2 April 2024
  • *Not all known bugs are fixed - this is due to limitations of modding (which might b
    2 KB (333 words) - 00:31, 14 June 2011
  • These INIs' names were not given correctly by [[XCC Mixer]]. They all consist of localization strings for objects defined in [[rules.ini]] and/or
    3 KB (478 words) - 10:38, 30 August 2011
  • ...pansion. It is broken down per theatre as not all additions are present in all theatres for various reasons. * Poland flag building now shows up in all theatres, not just arctic.
    2 KB (335 words) - 21:06, 4 September 2018
  • ...ry small multiplier, say 0.01, then [[FreeUnit]] will cease to function on all your buildings - i.e. the free unit will not appear.
    3 KB (453 words) - 14:22, 23 April 2020
  • ...u can now close [[XCC:Mixer|XCC Mixer]] and [[XCC Mix Editor|Mix Editor]]. All you have left to do is to delete the [[WAV]] file from your [[RA2]] directo - All you need is XCC Mixer 1.47
    8 KB (1,376 words) - 09:53, 14 June 2021
  • 1. You need to list all the [[InfantryTypes]] that you would like to spawn using MakeInfantry logic ...heir {{tt|[[Warhead|warheads]]}}. However the limitation is that they will all spawn the same [[InfantryType]].<br>
    7 KB (1,153 words) - 22:10, 9 July 2022
  • ...han the default 50%, and the developers implemented this by simply setting all [[VehicleTypes]]' {{f|Soylent|link}} to match the {{f|Cost|link}} (rather t ...e generally accepted work-around to this problem is to set the Soylent for all units to match the multiplier(s) offered by the [[FactoryPlant|Industrial P
    4 KB (724 words) - 10:33, 27 November 2009
  • ...player games (network/internet) and cause the current game to end, forcing all players back to the main menu. ...lAlert 2|FA2]] trigger [[Actions (maps)/RA2YR|action]] <[[reveal|16 reveal all map]]> in a multiplayer game can lead to reconnection error.
    2 KB (291 words) - 01:25, 24 April 2018
  • This section of [[Rules|rules(md).ini]] is a zero-starting list of all available countries in the game. {{f|SmartAI|link}} is yes for all countries playable in Multiplayer.
    10 KB (1,436 words) - 20:34, 15 January 2011
  • ...t.ini coding. N is the number of the docking position, and will be used if all the docks with smaller N are used up. N starts at 0, not at 1. X, Y and Z a ...p to 16 docking locations. They'll work perfectly as long as you make sure all the <tt>DockingOffsets=</tt> are within the structure's <tt>Foundation=</tt
    4 KB (743 words) - 23:25, 25 February 2021
  • ...eral factors. Whenever a cameo is added to the tab, the game iterates over all the existing cameos comparing each of them with the new cameo in turn. ; Compare their {{f|Cost|link}} for player's house, taking into account all applicable cost multipliers
    2 KB (239 words) - 08:06, 5 November 2015
  • First of all, update Yuri's Revenge to the latest version, [[YR Patch|1.001]]. Make sure Finally, it seems that all MP game modes must have the following entry:
    8 KB (1,531 words) - 20:29, 11 March 2011
  • What many newbies overlook is that all of the [[INI]]s are written in plain English and 99%{{fnl|1}} of the tags a If all of the above failed, and people still sent you here, try searching the very
    5 KB (943 words) - 10:39, 7 December 2009
  • ObjectTypes is the class from which all objects that can be seen on the map, such as Animations, Particles, Overlay
    2 KB (288 words) - 10:22, 27 November 2009
  • In all {{Ini|Rules}} based C&Cs, <tt>Projectile=</tt> determines which Projectile
    5 KB (594 words) - 18:49, 30 June 2021
  • ...passed is an important factor in how that Type= may operate, although not all Types= require an Action= as they may simply trigger the whole event by the All of these are case-insensitive.
    6 KB (944 words) - 04:14, 11 December 2009
  • {{HorizontalBar|Instead of using these mix files as catch-all archives, it is recommended to follow the original mix file organization wh ...rding to {{theguide}}. Since, in the original game, local.mix holds almost all object-related graphics, and elocal*.mix works for the same file types, it
    11 KB (1,823 words) - 09:42, 26 October 2023
  • ...using ammo on non-[[AircraftTypes]] is often buggy, in the sense that not all flags work or have the desired effect. This also means AircraftTypes requir ...ammo every 30 seconds, up until it's maximum amount of 10 rounds. This is all visible to the player, because the PipScale is drawn. Note that, in some ca
    8 KB (1,416 words) - 14:28, 19 December 2023
  • A list of all locomotors and their purposes follows:
    10 KB (1,675 words) - 13:26, 7 January 2024
  • To edit INI files, all you need is a plain text editor, although additional functionality such as
    5 KB (783 words) - 18:09, 25 July 2016
  • TD/RA1(shp): all in-game art except terrain. RA2/YR uses this format to ease the game translation. It contains all the strings displayed by the game, referenced by keyword. If you try to cal
    4 KB (630 words) - 16:50, 17 July 2011
  • {{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}} Ares DLL expands logic onto all prefixes, not just G, N, C, Y.
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  • Stalin is dead, Europe is free, all is well.
    3 KB (309 words) - 15:58, 8 August 2015
  • This format repeats until all the lines in the image have been accounted for.
    4 KB (693 words) - 19:01, 7 September 2018
  • ...ues in sound(md) vary in their capitalization. In eva(md), they're allways all-caps. In addition, there sometimes is a blank space between the <tt>Priorit
    4 KB (741 words) - 00:21, 6 September 2020
  • In all {{Ini|Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[We
    3 KB (441 words) - 20:55, 25 May 2019
  • ...those which have a positive {{f|ROT|link}} value) can follow their targets all over the map, unless they are tagged as {{f|Ranged|link}}.
    3 KB (430 words) - 20:47, 10 July 2018
  • ...AI builds each building including defenses and things like sending SHK to all TESLA thanks to different building IDs. ...e list the power plants that are built by the AI when it needs more power (All powerplants AI builds are this, except first one). It is a good idea to set
    17 KB (2,462 words) - 12:37, 25 December 2020
  • All cheat codes must be entered in main menu screen.<br> ...ble for the {{Tt|SYNC*.txt}} file writing, which are created by default in all multiplay games).
    6 KB (1,031 words) - 03:17, 19 December 2011
  • |style="background:#78f078;"|'''No lag at all'''. "Tiled" lights cause lag when placing them down, overlapping, destroyin Using an alpha image is fairly easy: First of all, you need the actual image. Create it, turn it into an SHP, and store it yo
    6 KB (863 words) - 10:58, 22 April 2020
  • Now, many modders get confused by all those radii, angles and stuff. Well, it's easy to comprehend, if you know w
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  • All values are case-insensitive. Any other values will simply be ignored and th ...}} grid illustration]] <code>3x3REFINERY</code> is an unusual shape. While all other foundation values are rectangles, this one has an empty cell in the c
    6 KB (828 words) - 09:05, 14 February 2023
  • ThreatPosed=10 ; This value MUST be 0 for all building addons ThreatPosed=15 ; This value MUST be 0 for all building addons
    3 KB (427 words) - 09:18, 27 November 2009
  • Now for test give them some of their own units all must have the owner test and test only,the same applies for naval. You will ThreatPosed=10 ; This value MUST be 0 for all building addons
    7 KB (1,088 words) - 09:47, 27 November 2009
  • ...are cached while loading the game, and used ingame for whatever reason. ''All .[[SHP|shp]] format animations used ingame'' '''must''' ''be defined in thi ...screwed up the list enumeration at #209 by including new entries there. So all animations after that point have shifted +4 positions further down the list
    28 KB (3,392 words) - 09:24, 27 November 2009
  • ...the turret/barrel of that voxel also assume the same point as 0,0,0. Thus, all three parts of the unit have the same axes of rotation. The Z axis of rotat Voxel bounds are useful for shrinking the unit in any, or all, directions as well. It is an excellent way to make slight size adjustments
    5 KB (856 words) - 12:44, 8 December 2018
  • ...]=yes</tt> / <tt>[[FlakScatter]]=yes</tt>, though this might hold true for all projectiles with a ROT greater than 0 and Inaccurate or FlakScatter (needs
    3 KB (537 words) - 21:19, 27 July 2022
  • ...its, like Hover Craft and Robot Tanks or even the TS GDI APC, to dock with all {{f|UnitRepair|yes|link}} buildings for repairs, regardless if it's land-ba
    4 KB (631 words) - 07:51, 2 January 2023
  • All available SpeedTypes:
    1 KB (224 words) - 21:09, 15 August 2019
  • ...d their AI Editor, this can cause a lot of problems for modders that write all their scripts by hand.
    35 KB (3,846 words) - 00:35, 16 August 2019
  • ...th. In effect, this means that upgrades do not require a Strength value at all, as they cannot be independently damaged anyway.
    6 KB (849 words) - 16:17, 29 July 2021
  • ...the player performs a certain task; e.g. has destroyed X unit, or captured all X buildings. These triggers are what lets the player actually complete a mi ...ete a mission, or as the case my be, fail it if a certain "protect this at all costs" object is destroyed.
    23 KB (3,424 words) - 13:11, 25 August 2020
  • This section takes the form of a list starting from 1= and lists all possible campaigns. In RA2 and YR it is pointless adding anything to this l ...edge) and y distance (from top edge) that this corner is placed at and are all set to 20 by convention. They are for the 640x480 and 800x600 loadscreen re
    8 KB (1,464 words) - 12:55, 17 July 2021
  • According to the example below, all [PTROOP] s will be named "Psi Commando" in the game.
    862 bytes (124 words) - 10:45, 27 November 2009
  • ...hange [[ImmuneToRadiation]] to "no" on the Desolator, he will not shoot at all when deployed. ...or. While the former seemed totally unharmed, the latter would not fire at all when deployed.
    7 KB (1,150 words) - 15:51, 26 June 2023
  • |extver=<i>All versions</i>.
    342 bytes (46 words) - 02:46, 31 December 2012
  • ...s&#93; that other bugs will be found by &#91;the&#93; community."]. All in all, the amount of problems and anger was so big that even pd came back to post ...s.renegadeprojects.com/showthread.php?tid=741&pid=9901#pid9901 VK declared all RockPatch Documentation on ModEnc unofficial].
    10 KB (1,609 words) - 18:08, 25 July 2016
  • ...nquer [[Yuri's Revenge|Yuri's Revenge]] by evening out the technologies of all three factions: Allies, Soviets, and Yuri. This mod gives the Soviets and ...forces were seriously overpowered. Cheap Magnetron was pulling enemy tanks all the time, and it was difficult to stop them, while additionally Yuri was us
    23 KB (3,867 words) - 16:42, 30 June 2022
  • Specifies the keyboard shortcut used to select all selectable objects (objects with {{f|IsSelectableCombatant|yes|link}}).
    328 bytes (47 words) - 09:46, 27 November 2009
  • ...th the Dropship. If there are no other units, the Dropship won't appear at all.
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  • ...atDamage|C4Warhead||link}} is used to deal the damage, which is the sum of all contained Tiberium bails with their respective Tiberium's {{f|Power||link}} The logic does not work. All flags are parsed and the damage is calculated correctly, but no damage is d
    1 KB (226 words) - 23:18, 6 February 2020
  • When enabled, this flag causes damage from virtually all sources (weapons, particles, animations, etc.) to be nullified. The only kn
    451 bytes (65 words) - 23:35, 6 February 2020
  • Determines whether bridges can be destroyed at all. Despite being listed under {{s|CombatDamage|link}} in {{ini|rules|link}},
    379 bytes (59 words) - 12:47, 8 February 2020
  • When enabled, this makes all [[AllowedToStartInMultiplayer|initial units]] in skirmish games start with
    497 bytes (74 words) - 13:16, 8 February 2020
  • ...s in the interval 0 - this value (inclusive) are considered "allowed", and all others are disabled.
    2 KB (333 words) - 18:58, 16 June 2022
  • This, however, doesn't have to be a bad thing at all. After all, you're a modder. Go try it out.
    5 KB (784 words) - 18:23, 13 November 2023
  • ...he result is a [[Help:Values#Floating_Point_Values|floating point value]], all decimal places are ignored. Also, if the result is less than 1, it is bumpe
    999 bytes (146 words) - 03:14, 29 November 2009
  • ...ts [[Strength]], then the game will crash once repair starts. This applies all types of repair that make use of the {{tt|RepairStep}} tag.
    1 KB (170 words) - 13:20, 13 January 2015
  • ...{ts}} and {{ra2}} and their expansions, if {{f|SeparateAircraft|no|link}}, all buildings with {{f|HoverPad|yes|link}} spawn the first aircraft listed in {
    840 bytes (130 words) - 10:33, 27 November 2009
  • ...et to 'no', the aircraft will hover over their target until they have used all of their ammo, or kill it*. Named after American comedian Jerome 'Curly' Ho <nowiki>*</nowiki> In {{ts}}, if disabled, all armed aircraft with a [[ROT#On_Projectiles|{{f|ROT>1}} projectile]] (i.e. t
    975 bytes (163 words) - 20:04, 16 September 2022
  • ...Defense|yes|link}} [[TeamTypes]] before even trying to create other Teams (all [[AITriggerTypes]] which don't include such teams will be treated as if the
    822 bytes (133 words) - 10:19, 27 November 2009
  • ...rt thinking that any trigger including at least one such team doesn't have all of its conditions met and thus cannot be executed. See also {{f|MinimumAIDe
    514 bytes (82 words) - 10:18, 27 November 2009
  • ...{{f|IsBaseDefense|yes|link}} set before even trying to create other Teams (all [[AITriggerTypes]] which don't include such teams will be treated as if the
    483 bytes (75 words) - 10:47, 27 November 2009
  • ...ry unit that is listed in the [[InfantryTypes]] list and is defined as per all other infantry units.
    453 bytes (71 words) - 21:17, 11 January 2020
  • ...ildingType]] that has {{f|Helipad|yes|link}} set. This list should include all aircraft with {{f|AirportBound|yes|link}} set in order to make sure that pr
    1 KB (190 words) - 10:24, 27 November 2009
  • ...ly value that will work correctly, and even then the game will assume that all cliffs are 4 cells high.
    608 bytes (108 words) - 11:48, 9 December 2019
  • ...to them and if the unit in question was the target. Otherwise no damage at all is inflicted on anyone and the projectile remains at the same height as the
    2 KB (255 words) - 08:24, 20 August 2020
  • ...|yes|link}}, and that airstrike is subsequently aborted. This applies to ''all'' airstrike weapons, regardless of [[side]] or unit.
    411 bytes (58 words) - 09:22, 27 November 2009
  • ...ag will control the damage amount inflicted by your super. It is global to all super weapons with {{f|Type|IonCannon|link}}.
    672 bytes (108 words) - 15:57, 21 August 2023
  • Specifies the multiplier applied to armour of all {{f|BuildingTypes|link}} owned by this country except which has {{f|BuildCa
    344 bytes (48 words) - 11:30, 10 July 2017
  • Specifies a multiplier to the armour applied to all {{f|BuildingTypes|link}} which have {{f|BuildCat|Combat|link}} set owned by
    326 bytes (47 words) - 09:25, 27 November 2009
  • Specifies the multiplier applied to {{f|Cost|link}} of all {{f|InfantryTypes|link}} owned by this country.
    259 bytes (38 words) - 11:23, 10 July 2017
  • Specifies the multiplier applied to {{f|Cost|link}} of all {{f|VehicleTypes|link}} owned by this country.
    371 bytes (57 words) - 11:25, 10 July 2017
  • Specifies the multiplier applied to {{f|Cost|link}} of all {{f|AircraftTypes|link}} owned by this country.
    259 bytes (38 words) - 11:17, 10 July 2017
  • Specifies the multiplier applied to the cost of all {{f|BuildingTypes|link}} with {{f|BuildCat|Combat|link}} set owned by this
    288 bytes (43 words) - 11:20, 10 July 2017
  • Specifies the multiplier applied to {{f|Cost|link}} of all {{f|BuildingTypes|link}} owned by this country except which has {{f|BuildCa
    353 bytes (51 words) - 11:22, 10 July 2017
  • Specifies the multiplier applied to {{f|Speed|link}} of all {{f|InfantryTypes|link}} owned by this country.
    260 bytes (38 words) - 11:26, 10 July 2017
  • Specifies the multiplier applied to {{f|Speed|link}} of all {{f|VehicleTypes|link}} owned by this country.
    259 bytes (38 words) - 11:27, 10 July 2017
  • Specifies the multiplier applied to {{f|Speed|link}} of all {{f|AircraftTypes|link}} owned by this country.
    260 bytes (38 words) - 11:26, 10 July 2017
  • Specifies the multiplier applied to the build time of all {{f|InfantryTypes|link}} owned by this country.
    258 bytes (38 words) - 11:15, 10 July 2017
  • Specifies the multiplier applied to the build time of all {{f|VehicleTypes|link}} owned by this country.
    257 bytes (38 words) - 11:16, 10 July 2017
  • Specifies the multiplier applied to the build time of all {{f|AircraftTypes|link}} owned by this country.
    258 bytes (38 words) - 11:07, 10 July 2017
  • Specifies the multiplier applied to the build time of all {{f|BuildingTypes|link}} owned by this country except which has {{f|BuildCa
    357 bytes (51 words) - 11:14, 10 July 2017
  • Specifies the multiplier applied to the build time of all {{f|BuildingTypes|link}} with {{f|BuildCat|Combat|link}} set owned by this
    294 bytes (44 words) - 11:09, 10 July 2017
  • Specifies the "Rate of Fire" multiplier applied to all weapons owned by that country. Specifies the "Rate of Fire" multiplier applied to all weapons in that difficulty.
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  • *All GDI countries use sidec01.mix *All Nod countries use sidec02.mix
    2 KB (404 words) - 12:13, 5 April 2024
  • This section of [[Rules|rules(md).ini]] is a list of all available warheads in the game. Rumor has it that weapons' warheads work ev
    5 KB (672 words) - 13:52, 7 January 2011
  • Lists all base defense structures of Allied faction for AI base building & targeting
    278 bytes (46 words) - 12:28, 17 October 2012
  • Once the decision is made, all buildable base defenses will be converted into a weighted distribution base
    795 bytes (125 words) - 09:13, 27 November 2009
  • This flag determines if all AI [[Houses]] within a game will ally against the human player(s) if the si ...The first bug is only present in Tiberian Sun, when the AI will align with all neutral units on the map. This will also include Tiberium Mutants (VISSML,
    1 KB (228 words) - 12:49, 3 October 2016
  • ...simply continuing to play the game blindly in the same scripted manner at all times irrespective of how it was doing. This would make the AI a little mor ...r, they do exist in Tiberian Sun (even though they don't get used) and can all be found in the AI.TLB file (an OLE Type Library) in Tiberian Sun, so by co
    8 KB (1,355 words) - 12:54, 25 December 2020
  • ...re added together to give a total threat value, which the AI then uses. In all other cases, only the {{f|Points|link}} and {{f|ThreatPosed|link}} of the t
    853 bytes (133 words) - 09:46, 27 November 2009
  • ;gs note to coders, these entries are all doubled, so ColorSchemes[5] is White, not 2.
    5 KB (783 words) - 07:12, 31 March 2023
  • This section comprises a list of all Global Variables available in the game. Global Variables are [[ModEnc:Value This section comprises a list of all Local Variables available in this map. Local Variables are [[ModEnc:Values|
    4 KB (636 words) - 13:03, 21 July 2023
  • This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What's not listed doesn't get
    2 KB (287 words) - 14:43, 23 September 2021
  • *{{co|Y|purple}} is the name of the animation to play (or &lt;none&gt;). Not all Powerups actually play an animation when collected. All TechnoTypes within a somehow-set radius are damaged or killed.
    11 KB (1,828 words) - 18:20, 10 August 2023
  • Specifies the multiplier to {{f|Damage|link}} of all [[Weapons]] on units owned by this country. ...wer (with capital P) is used. Specifies the multiplier to {{tt|Damage}} of all weapons if this difficulty is set.
    763 bytes (121 words) - 19:07, 13 February 2024
  • Damage dealt to all TechnoTypes owned by this House is divided by this value. ...fined by the {{tt|[[Money#For_.5BPowerups.5D|Money]]}} powerup. Otherwise, all units within {{f|CrateRadius|link}} cells from this powerup crate gain upgr
    4 KB (611 words) - 09:25, 27 November 2009
  • This section of [[Rules|rules(md).ini]] lists all TerrainTypes the game should be able to use. TerrainTypes not listed here c
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  • ...he owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers ''after'' his building was infiltrated. Throu
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  • == On All TechnoTypes == |All sides
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  • This is a direct multiplier to the [[cost]] of all [[AircraftTypes]] owned by the same player. For the logic to work, the host
    323 bytes (49 words) - 09:20, 27 November 2009
  • This flag defines the additional range added to all of [[TechnoType]]'s weapons when it is targeting objects in air. In order t
    868 bytes (139 words) - 16:13, 11 August 2014
  • {{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}} ...have the same amount of frames and be defined in the {{ini|art}} file like all objects.
    652 bytes (112 words) - 15:15, 11 January 2023
  • ...restrict the number of infantry that can be promoted. Once it has used up all of its "promotions" it will no longer function as an armory. If no restrict
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  • ...nd is told to do so, it will attempt to enter the same cell as the target. All the while it is approaching its target, it will still fire even if it has n
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  • If set, all [[cells]] on the east (bottom-right) edge of this building's [[foundation]]
    1 KB (213 words) - 17:52, 24 August 2023
  • ...he normal way, however upon capturing or building another side's Barracks, all of their own barracks would function as Cloning Vats for every infantry uni
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  • *The animations generated by DeathAnims all have their owner. They can remap their owner colors like InfDeath9, and gen
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  • If you choose to enable eligibility for all buildings then you could relabel the checkbox "Build Off Ally Bases" by ame
    1 KB (217 words) - 09:55, 27 November 2009
  • |types=All {{Categ|TechnoTypes}}: {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{C ...of veterancy bonuses that this object gains when it reaches "Elite" stage. All possible values are hardcoded, and are listed at {{f|VeteranAbilities|link}
    1 KB (163 words) - 13:54, 22 March 2021
  • Be aware that all vehicles associated with this factory ''MUST'' specifically list this facto |consider this the battlefield with all the objects on it
    4 KB (632 words) - 11:36, 5 November 2012
  • ...generating) effect. Values over 127 result in no shroud being generated at all.
    347 bytes (54 words) - 18:03, 21 June 2011
  • * All other values will use OverlayType index #102.
    2 KB (341 words) - 11:55, 27 November 2009
  • *this object should cycle all of its turrets (see [[TurretCount]]) before each shot, to create an impress ...should only use {{f|Weapon1|link}} and {{f|EliteWeapon1|link}}, and ignore all other weapons it has.
    435 bytes (67 words) - 10:13, 27 November 2009
  • ...bject is selected when selecting multiple objects (using the [[TypeSelect|'all-of-type' command]] or the mouse selection rectangle).
    304 bytes (42 words) - 10:15, 27 November 2009
  • ...imations specified by {{f|DeathAnims|link}}, as these take precedence over all other death animations.
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  • ...1 Owner= country that both factory and unit share, then given you fulfill all the other [[Prerequisite|Prerequisites]] you can build the unit in question {{f|BuildingTypes|link}} generally include all multiplay-avaliable countries in this list. This is not completely necessar
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  • This tag is required for all transports. However, its functionality differs between games:
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  • All values are case-insensitive. Any other values will simply be ignored and th
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  • All values are case-insensitive. Any other values will simply be ignored and th
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  • {{HorizontalBar|Although all TechnoTypes parse this flag, it only has the expected effect when applied t Specifies a unit that is "powered" by the presence of this object. All instances of the specified VehicleType owned by HouseX will be deactivated
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  • Despite the fact that this flag is parsed for all [[TechnoTypes]], it has no effect on [[BuildingTypes]] (unless using Ares,
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  • * The combined {{f|Size}} of all passengers including the one attempting to enter must not exceed the transp
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  • ...was no such flag, and the transport size limit was hardcoded to 1. In RA1, all objects, including vehicles, were hardcoded to act as if they had <tt>[[Siz
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  • ...just like the Thief in Red Alert. Unfortunately, the flag does nothing at all.
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  • {{fn|1|Adjusted cost is the {{f|Cost|link}} of the unit after all other multipliers.}}
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  • | Applies the effect of {{f|VeteranCombat|link}} to {{f|Damage|link}} of all [[weapon]]s | Applies the effect of {{f|VeteranROF|link}} to {{f|ROF|link}} of all weapons
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  • :''Ignores'' all targets whose projected health is lower or equal to zero, that is whose dea ...ts projected health. He sees that the Grizzly is projected to be dead once all bullets impacted, and chooses the unattacked Grizzly instead.
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  • This section of [[Rules|rules(md).ini]] is a list of all available "Voxel Animations" in the game. What's not listed doesn't get par
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  • In all cases, this flag specifies how many 'damage points' this weapon/animation/d ...Anim|link}} value, and must not expire prematurely (i.e. due to completing all frames or loops before impact).
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  • |Allows occupation of all three [[Cell_Spots|corners]], south, east, and west {{Fnl|2}}
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  • This section of [[Rules|rules(md).ini]] lists all SmudgeTypes the game should be able to use. SmudgeTypes not listed here can
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  • This section of [[Rules|rules(md).ini]] lists all OverlayTypes the game should be able to use. OverlayTypes not listed here c ...o them. An example are the bridge sections, sandbag walls, Allied wall and all tiberium entries.
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  • ...perties that can change the amount of damage. In other words, it will obey all damage parameters to determine the damage on the target. However, it is not Ares changes this flag, by allowing all 'waves' to work with this flag, instead of just sonic waves. These waves ar
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  • ...ne listing, and consistantly play it when that unit fires instead of using all options on Report= list. ...of two sound(md).ini entries, they would have to make ''one'' listing for all desired sounds, even if everything is already defined in other entries to t
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  • ...dless of how far it has to travel. On each of these frames, it will damage all targets it has passed up to that frame. This, in turn, means a target that
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  • {{Obsolete|all games}}
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  • ...projectile is inherently inaccurate. This tag has several effects, and not all of them are mentioned here.
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  • * Setting an AirburstWeapon without setting Airburst=yes has no effect at all.
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  • ...t has animations specified by {{f|DeathAnims|link}}, these will override ''all'' other death animations. === All spawn-capable except #9 ===
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  • ...} to 3, the warhead will damage the current cell, and 3 cells further into all directions. A circle around the impact cell with a radius of 3, for a diame ...ach unit using the Fly, Jumpjet or Rocket {{f|Locomotor|link}}s is tracked all through its lifetime to know which "sector" of the grid it's in.
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  • This flag defines a multiplier to damage all [[InfantryTypes|infantry units]] receive from this [[warhead]] while [[pron
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  • * stops all [[VehicleTypes]],
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  • This section comprises a list of all Super Weapons available in the game. In addition to that, it is also used b
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  • ...ring {{f|DisableableFromShell|yes|link}} for the relevant super weapons in all the [[MP_Modes|MP Modes]].
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  • All of these are case-insensitive.. |ALL
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  • :;Airspeed=n.n :This is the speed multiplier for all aerial units (afaik not including jumpjets)<br> :;FirePower=n.n :This is the multiplier to all weapons' firepower<br>
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  • ...area. [[File:ts_warhead_spread_map.png|thumb|frame|This illustration shows all damage falloff patterns in {{ts}}. On each step from the epicenter, damage ...if damage was dealt in full and no falloff occurred. In the left example, all settings are the same, except the warhead was changed to have {{f|Spread|56
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  • ...ons). You should list all objects in their respective lists to ensure that all objects are parsed correctly. InfantryType is a child class of [[TechnoType]] and is used to represent all infantry units in the game.
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  • This section of [[Rules|rules(md).ini]] lists all VehicleTypes the game should be able to use. VehicleTypes not listed here c
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  • This section of [[Rules|rules(md).ini]] lists all AircraftTypes the game should be able to use. AircraftTypes not listed here
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  • <tt>[{{PAGENAME}}]</tt> is a section of [[Rules|rules(md).ini]], in all rules-based C&C games. In Red Alert, in constisted of 20 different flags, r ...ither RA's, TS's, RA2's or YR's rules(md).ini or FS's firestrm.ini; and in all of these five files ''together'', "Warheads" without the "=" is found in on
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  • ** Neutral is hostile to all players. However, player units won't automatically engage neutral enemies, ** Special is allied to all players.
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  • :;Airspeed=n.n :This is the speed multiplier for all aerial units (afaik not including jumpjets)<br> :;FirePower=n.n :This is the multiplier to all weapons' firepower<br>
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  • :;Airspeed=n.n :This is the speed multiplier for all aerial units (afaik not including jumpjets)<br> :;FirePower=n.n :This is the multiplier to all weapons' firepower<br>
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  • ; Does this house own all the prerequisite structures? If all conditions are met, the house is ''theoretically allowed'' to build that ob
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  • ...ines if this unit will continually retarget nearby enemy units and fire at all of them equally as opposed to locking fire on one target and continually fi
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  • ...on has several flags relating to AI offensive Super Weapon targeting. They all share the same behaviour - they state the "priority" or "importance" of cer ...the 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
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  • Expect the LabelName(L), StringValue(S) and ExtraValue(X), all data and identifiers are 4 bytes lenth. This script will read all CSF file in given path and decode them into a json file and an ini file.
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  • ...rt/end frames for the first iteration of the loop and start/end frames for all other iterations in the loop.
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  • ...ame and so you will need to place a dummy entry last to ensure you can use all the actual movies.
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  • ***All frames will be combined into a single PCX file. **'''B)''' If your PCX contains all the frames in one file:
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  • *{{f|OmniCrushResistant|link}}, if enabled, prevents all crushing. *{{f|IsTrain|link}}, if enabled, basically nullifies all of the above, and has some additional effects, as detailed below.
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  • ...The Guide" in the community. It is a near-comprehensive flag reference for all INIs used in Red Alert 2 and Yuri's Revenge (except for [[art.ini|art{md}.i ...And Modifying The RULES.INI Settings, SED Files, MAP, MPR & YRM Files (and all sections in them), Adding Your Map Files To The Game
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  • XGamer's ART.INI Guide is a recommended download for all users of DeeZire's RA2 &amp; YR Editing Guide.<br>
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  • ;-OUTMISSINGSTRS :Makes [[YR]] output a file listing all the missing CSF strings in your mod. ...ed to the Red Alert 2 directory first. The First Decade users already have all the required files installed, so no further action has to be taken.
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  • ...First are comprised of the military forces of several different countries, all of whom survived invasion (or were simply ignored) by The Order. Although h ...ypes of unit or structure, instead of having minimum effectiveness against all targets. This means that The Order must use a variety of units together to
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  • Only loads AlternateFLH0 through 4. All others are ignored.
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  • The loadout feature can also be set on multiplayer maps, causing all players to get the chance to select units, irrespective of their side actua The player can be limited in several ways as to what they can buy. First of all, they are limited to units that have the player house/country set in the un
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  • All of us who played the original, "Tiberian" [[:Category:CnC Games and Add-Ons CellSpread=1 ; up to three soldiers can occupy one cell - this way, they all get affected
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  • The "Percentage Complete" indicator is the animation overlaid on all cameos when the ObjectType they represent is being built/charged by the pla
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  • ...igger destroys itself immediately after going off, and removes itself from all objects it's attached to ...ts it's attached to, and only actually fires after its been triggered from all the objects; then, it removes itself.
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  • | colspan=3 | All units of HOUSE are destroyed | colspan=3 | All buildings of HOUSE are destroyed
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  • | {{Tt|9}} || {{Tt|Destroyed, Units, All}} | style="border-bottom: 1px solid #000;" colspan=4 | All units of house P2 are destroyed (''does '''not''''' include civilian object
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  • ...with up to two parameters. The game assumed the Trigger, Event and Action all share the same ID. So a Trigger which has ID {{Tt|12451245}} uses the Event | {{Tt|Destroyed, Units, All}}
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  • ...wo/three{{yro}} parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID {{Tt|12451245}} uses the Event | style="padding-left: 3px;" | {{Tt|Destroyed, Units, All}}
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  • | colspan=5 | All instances of the TeamType P1 are destroyed | {{Tt|All to hunt}}
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  • | colspan=9 | Destroys all instances of TeamType P2 | {{Tt|All to Hunt}}
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  • | colspan=9 | Destroy tag P2 and all attached triggers | {{Tt|Wakeup All Sleepers}}
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  • ...ith up to seven parameters. The game assumed the Trigger, Event and Action all share the same ID. So a Trigger which has ID {{Tt|12451245}} uses the Actio
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  • | colspan=9 | Flashes all members of TeamType P2 for P7 frames | colspan=9 | All InfantryTypes of house P2 will play their cheer animation if they can
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  • | colspan=9 | Destroy tag P2 and all attached triggers | {{Tt|Wakeup all sleepers}}
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  • | colspan=9 | Destroys all instances of TeamType P2 | {{Tt|All to Hunt}}
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  • ...cent forums with questions about it after you destroyed everything - after all, you fully and entirely understood what you were doing, right?}} ...is selected and the [[TypeSelect|"Select all of Type" button]] is pressed, all of the linked infantries are selected, ''even though they're different unit
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  • ;Arcing=true ;comment this out/delete/change or all is lost.
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  • The people on this list all behaved in a way that was harmful to the integrity of the community, and, a ...//icfra.cncguild.net "It Came From Red Alert"] mod and claiming just about all of its assets as his own.<br />
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  • ...d/or it's superweapon. ''Note: Requires RockPatch 1.06 or later.'' ''Note: All credit for the warhead, projectile and airplane goes to Renegade, while Ele All this does is set the DetonationAltitude to an impossibly low number meaning
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  • ...ntry that is listed in the {{tt|[InfantryTypes]}} list and is defined like all other infantry units.
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  • # Combine all the values in this section into one long string. ...signed int16 value - call this OutputSize. This will typically be 8192 for all except the last pass.
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  • ...and Cruise missiles, but not the V3 rocket. When following a move command, all missiles show this behaviour. ...hit the target. When spawned by a vehicle, the missile type will still hit all targets directly.
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  • <li>In all SHPs, the first colour of the PAL (index #0, the first 3 bytes) is used as <li>In all shadow frames, all colours aside from #0 (transparent) will be rendered as shadow. A conventio
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  • ...//ftp.westwood.com/pub/redalert/updates Updates] - Red Alert patch 1.08 in all supported languages ...westwood.com/pub/tiberiansun/updates Updates] - Tiberian Sun patch 2.03 in all supported languages
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  • ...me is hard-coded to perform special functions with this unit, although not all of these are known. [DESO] and all infantry deployments with IsDesolator=yes can only release secondary weapon
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  • Yuri's Antarctic citadel lies in total ruin. The war-torn Allies now stretch all across Europe, yet remain on the verge of collapse. The dwindling Soviet Em
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  • ServServ tells the client the adresses of all other servers. This allows to change the Gameserver without having to updat
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  • ...working reliably, so start by picking a "guinea pig" unit which we will do all experiments on. I chose the Rhino Tank since you start with 4 of them in mu In the ore properties we have 4 entries, all are different forms of ore (Tiberium, remnants from Tiberium Sun game)
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  • |Allows occupation of all three [[Cell_Spots|corners]], south, east, and west {{Fnl|2}}
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  • * Describe all logics and systems of the game * You can find all "Deezire" pages by browsing [[:Category:DeeZire definitions]]
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  • ...r}}, {{tt|Tech}} or {{tt|Resource}}, or have no {{f|BuildCat|link}} set at all.
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  • ...ould be remapped according to the [[House|owner's]] [[color]]. However, in all the games that it's present, the flag is entirely redundant: it is only rea
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  • ...'s attached to, and only actually "springs" after it's been triggered from all the objects; then, it removes itself. * {{tt|1}} fires the trigger once when ''all'' tagged buildings are destroyed.
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  • Not all of the features using Waypoints refer to them by their Index. Some of them
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  • This section lists all the Tunnels in this map. Note that internally each Tunnel listed here is on
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  • This section lists all the [[InfantryTypes]] that should be preplaced on the map when the game sta
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  • [[UnitTypes]] includes all [[InfantryTypes|infantry]], [[VehicleTypes|vehicles]], and [[AircraftTypes|
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  • .../tt> tag is buggy and has no desirable effect since [[Red Alert]], because all it does is delete a weapon's projectile immedeately after it has been creat
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  • ## The engine enumerates all the buildings with {{f|SecretLab|yes|link}} present on the map. ## A captures lab -> B captures lab -> A recaptures lab -> D captures lab : All get the same object.
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  • ...ut not the other. You can add other prerequisites as well if you like, but all units must include a {{f|Prerequisite|link}} of a factory of the appropriat ...ous solution to this is to make sure all countries are listed as owners of all buildings.
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  • ...reated by DeeZire for Command and Conquer Generals Zero Hour that restores all of the features Electronic Arts disabled in the original game, adds some ne ...ronside at the end). When a Boss General is chosen, one must fight against all nine regular Generals in the Campaign.
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  • In addition to the .VXL file, all voxels must have a .HVA file, which defines the location the voxel occupies
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  • |For the remainder of the game, all [[InfantryTypes]] built by ''SourceHouse'' will start out as veteran<br>In |For the remainder of the game, all [[VehicleTypes]] with {{f|Naval|no|link}} and {{f|Trainable|yes|link}} (and
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  • {{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}}
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  • Here are all missions available in each game in the order they are read by the game: {{td}} doesn't have a [[rules.ini]]. All of the game's rules, including mission types, are hardcoded. However, the m
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  • ....pal' on new urban maps. The actual 'myanim.pal' file would not be used at all.
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  • In {{ts}} through {{yr}}, this section defines a list of all AI scripts in the game. Scripts define what the AI controlled units actuall
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  • In {{ts}} through {{yr}}, this section defines a list of all AI task forces in the game. A task force is, like its name says, a group of
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  • In {{ts}} through {{yr}}, this section defines a list of all AI Triggers in the game. An AI Trigger (different from a [[Triggers|Map Tri 0CAD0C7C-G=Allied Anti-Weather,0A6E513C-G,<all>,9,0,GAWEAT,010000000300000000000000000000000000000000000000000000000000000
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  • ...of a series of Departments to better manage the Network and it's members. All C&C divisions were merged under CnC Guild's flag. Petrolution started to su [http://www.cncguild.net C&C Guild] is Revora's modding hub for all C&C games. The former CNC3 and RA3 sites have been merged into the Guild. T
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  • The [https://bugs.launchpad.net/ares bugtracker] is the place to see all the features that have been requested, and what their current status is. To
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  • ...epository is updated often with changes and bugfixes. Make sure to compile all your code against the latest version of the Git code. <br>Use the pull opti All functionality in Ares is implemented as callback functions - when the game
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  • ...ut was scrapped, although the logic in all its incomplete glory remains in all later games up to and including {{yr}}. As with various other logics, there
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  • * D) In all other cases (index 0 and index > 3) the IFV will be called "Rocket IFV". * The "IFV" suffix in all cases is the IFV's {{f|UIName|link}} entry.
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  • For all cases except the aforementioned InfDeath 8, {{f|NumParticles|link}} can be
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  • ...has an infinite range (Range=-2), as in: the indicator is not displayed at all. All of these limitations can be overcome by using [[RadialIndicatorRadius]] to
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  • * '''Scenario start''' All subjectively "unmanaged" Particles (i.e. those not spawned by a ParticleSys ; WindEffect = to what degree does the wind affect his particle, 0 = not at all, 5 = a lot (def = 0)
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  • ...tt>ship identical to the object that is being built. If you were to remove all the Allied nations from the Soviet Barrack's owner tag, the soviet Barracks ...ish,AlliesHeliTypes''. This means that the building itself can be built by all the allied nations (of unmodded RA2/YR).
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  • ...as not aborted, it will then fly back, repeating the firing process, until all of its ammo is depleted. The weapon's ROF will NOT be ignored; in case the ...pon's range sufficiently high, it can happen that the aircraft will expend all five shots ''before'' it actually flies over its intended target.
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  • ...pe]], then the animation is "hidden". In other words, the animation plays, all spawned particles will get created, and so on, except that none of it will
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  • On unencrypted MIXes (i.e. all the ones you will need to break), after the flags comes the "header". The h All the "MIX protectors" do is add some number to the body size. XCC Mixer chec
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  • ...esent in those. For example, a byte value of 0xCB or 0x03 or 0x83 or 0x4B, all have the same result of binary xxxxx011 which means <tt>HasDamagedData</tt>
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • ...d=80% under [Clear] wouldn't do anything. This is the default SpeedType of all flying units, such as AircraftTypes and certain vehicles.
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  • ...a new rank (which expands the player's build set). Players can read about all technologies for GDI and Nod in the Arsenal menu of their Profiles.
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  • {{f|WarFactory|yes|link}} is a value attached to all ground vehicle manufacturing facilities. This tells the game to have the ve
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  • ...ut not the other. You can add other prerequisites as well if you like, but all units must include a {{f|Prerequisite|link}} of a factory of the appropriat
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  • ...game won't crash because of this if no VXL or HVA for this unit exists at all. ...skForce|link}}, or a TeamType is being referenced without being defined at all.
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  • In all CnC games since Red Alert 1 the most basic of listing for where to list wea This decision is done by the [[Verses]]. The [[Verses]] is a list of all applicable [[Armor]] types in YR in this order: none, flak, plate, light, m
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  • ...layers he is allied with. Although {{f|PipsDrawForAll|link}} is parsed for all [[TechnoTypes]], it will only have any noticable effect on buildings.
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  • ...ss, the highest level of YR's class hierarchy; as such, it should exist on all objects you could possibly encounter. ...T stored in the property <code>BuildingTypeICanDoStuffWith</code>. And now all we have to do is compare any given object's type against that:
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  • ...d infantry. {{f|Nod|link}}{{fnl|1}} countries use the tenth frame instead. All other countries use the ninth frame.
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  • ...allies. If {{f|PipsDrawForAll|yes|link}}, the pips will be displayed for ''all'' players. Infantry garrisoned within the building are represented by the i
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  • ...oad=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft.
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  • ...Alert 2 this is not used, probably because this is a generic sound made by all units regardless of what they are or what side they belong to. Can be any s
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  • ...ead. The global flag [[TiberiumSpreads]] can be used to disable spread for all Tiberium types for a particular game or map. ...sion. [[File:ts_warhead_spread_map.png|thumb|frame|This illustration shows all damage falloff patterns in {{ts}}. On each step from the epicenter, damage
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  • ...{Yr}} an additional frame used for occupancy pips was added in slot 12, so all frames pertaining to {{f|PipWrap}} are shifted one slot higher. Note that f ...nly one of the many possible ways to configure {{f|PipWrap}}. However, not all possibilities yield desirable results. A basic rule of thumb is that {{f|Pi
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  • This page contains a list of all JumpJet-related flags. Take note that Westwood's QA utterly failed at ensur These are the global values under {{s|JumpjetControls|link}} applied to all units using the Jumpjet locomotor. Used only in {{ts}}.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • The Guild offers free hosting to mods and resources for all of the C&C games, giving perks such as unlimited webspace and bandwidth (wi
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • ...' and determines whether or not this object is always totally invisible to all players except its owner.
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  • |extver=<i>All versions</i>.
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  • ....cecs.pdx.edu/~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= ...d the XCC Mixer, I found myself taking long gazes into ra2.mix, looking at all those neat SHPs and wondering how they made them. Especially incredible wer
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  • ...and DirectRockingCoefficient=. This applies to only against VehicleTypes, all other TechnoTypes will be damaged.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • |extver=<i>All versions</i>.
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  • ...32 sections. The header is 16 bytes long, composed of the following data, all DWORDs:
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  • ...the vehicle and can only be unloaded by unloading the vehicle AGAIN after all other passenger slots have been cleared. This is set on the IFV itself and all this does is simply toggle the 'IFV' behaviour on and off. This may also be
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  • {{f|WeaponsFactory|yes|link}} is a value attached to all ground vehicle manufacturing facilities. This tells the game to have the ve
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  • ...ou can safely use your original one. Only install the game itself, uncheck all other options like Westwood Shared Internet Components.
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  • Although this tag is parsed for all [[TechnoTypes]], the logic works only for [[VehicleTypes]] that make use of
    590 bytes (86 words) - 16:50, 11 April 2014
  • Check if you copied all needed game files. If yes, set above files to run as admin.
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  • Maximum amount of damage inflicted per shot after all adjustments.
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  • Specifies the [[warhead]] used by all [[animations]] that deal [[damage]] with the exception of [[Bouncer|debris
    446 bytes (65 words) - 16:03, 21 August 2023
  • ...ber of frames between the creation of the Weather Storm being announced to all players and its actual appearance, thus providing a small warning to its in
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  • This section lists all the [[BuildingTypes]] that should be preplaced on the map when the game sta | If set, displays the name of this building to all players regardless of their affiliation with the building's owner, instead
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  • 4. For now, you should place all mod files inside the "video" folder. Anything placed in the "video" folder ...r in a state in which the game could read it, were it in the game folder. (All files properly mix'd, etc.)
    2 KB (418 words) - 23:16, 14 September 2012
  • ...n specific types of terrain tiles when constructed. These tiles consist of all tiles using a terrain type with [[SpeedType]] percentage value for [[Float]
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  • Lists all base defense structures of Soviet faction for AI base building & targeting
    278 bytes (46 words) - 12:38, 17 October 2012
  • Lists all base defense structures of Yuri faction for AI base building & targeting pu
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  • ...fHealInfantryAmount|link}} multiplied by this flag's value. Additionally, all of the player's InfantryTypes receive a red cross pip next to their health
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  • ...ype's {{f|InfantryGainSelfHeal|link}} is set to a value greater than zero, all InfantryTypes on the map belonging to the BuildingType's owner receive {{f|
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  • ...tructures should be from the list of [BuildingTypes] and be defined as per all other structures. The Hunter Seeker logic appears to be disabled in Red Alert 2 although all of its associated keywords are parsed. It does not exist in Yuri's Revenge
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  • .... Must be a valid unit name from the [VehicleTypes] list and be defined as all units are. The Hunter Seeker logic appears to be disabled in Red Alert 2 although all of its associated keywords are parsed. It does not exist in Yuri's Revenge
    482 bytes (82 words) - 04:42, 1 November 2012
  • .... Must be a valid unit name from the [VehicleTypes] list and be defined as all units are. The Hunter Seeker logic appears to be disabled in Red Alert 2 although all of its associated keywords are parsed. It does not exist in Yuri's Revenge
    483 bytes (82 words) - 04:42, 1 November 2012
  • ...t's hva animation (as opposed to using only shadows of the first frame for all frames of the animation). This effectively fixes any holes created in the s
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  • ...h weapons only as their deploy weapon. Otherwise, they will not fire it at all.
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  • Specifies the group ID this [[TeamTypes|team type]] applies to. All units recruited for this team will switch over to this group. Defaults to {
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  • Determines whether or not this object is invisible to all players ingame, including the owner. It also cannot be targeted or destroye ...somehow affects other players (for example, by firing a weapon). While not all uses cause problems, as a general rule, it isn't recommended to set this ta
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  • * All objects with this tag ignore their {{f|BuildLimit|link}}, if they have any.
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  • {{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}}
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  • Enables the Harvester Truce feature for a map and determines whether all [[Harvester|Harvesters or Ore Miners]] are immune to normal combat damage. Even though it appears in the [[CombatDamage]] section in all games from Tiberian Sun to Yuri's Revenge, it is never read from that secti
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  • All objects in the game are sorted between 4–5 layers. These layers are ident
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  • ...t is selected randomly from a list of possible targets. This list contains all units and structures no more than 5 cells (1280 leptons) away from the proj
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  • [DESO] and all infantry deployments with IsDesolator=yes can only release secondary weapon
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  • ...e|link}}). Apparently it is not used for detonating projectiles in air and all projectiles should explode after 255 frames regardless of the value of this
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  • ...time. The projectile detonates like it would if it had hit the target, and all special effects like {{f|Splits|link}} are triggered.
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  • ...ach frame of game time to try to ignite trees next to it. If this happens, all terrain objects in the eight surrounding cells are handled separately, each
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  • ...|SelfHealUnitAmount|link}} multiplied by this flag's value. Additionally, all of the player's UnitTypes receive a wrench pip next to their health bar whi
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  • An animation played on all straight {{f|FirestormWall|yes|link}} sections once when the {{f|Type|Fires
    560 bytes (77 words) - 01:33, 5 April 2015
  • ...of three projectiles more than 5, {{f|SpawnDelay}} is incremented by 1 for all {{f|Scalable|yes}} projectiles.
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  • ...rely different from those of the vehicle it deploys from (or no weapons at all), which means that after transforming into a building, it may no longer hav
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  • ...logic does not exist in {{ra2}} and {{yr}}, but this tag is still parsed. All functions related to activation are not available. Each block of 16 images represent all possible combinations of neighbouring cells containing another Firestorm Wa
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  • ...nim}} is not invoked if the animation expires due to having played through all its [[frames]], or [[LoopCount|loops]].
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  • |types=All {{Categ|TechnoTypes}}; {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{C
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  • ...count for a team even when that team has finished its script actions. When all the members of the team are either destroyed or recruited into other teams,
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  • ...eous firing of both [[Primary]] and [[Secondary]] weapons is applicable to all the upgrade numbers, in TS there is [[hardcoded]] restriction for the Compo
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  • This flag acts as a global multiplier to the [[speed]] of all units in the game. It does not affect the speed of projectiles or animation ...multiplier to [[BuildSpeed]], thus increasing/decreasing the rate at which all buildings and units are built.
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  • This section lists all the [[VehicleTypes]] that should be preplaced on the map when the game star
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  • This section lists all the [[AircraftTypes]] that should be preplaced on the map when the game sta
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  • This flag determines whether an animation should retain its luminosity in all environments. If set to yes, the animation will be unaffected by [[Ambient|
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  • In {{ts}} through {{yr}}, this section defines a list of all AI teams in the game. A team is composed of a [[TaskForces|TaskForce]] and
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  • Specifies the rank that all units in this team should have when the team is created. Only works for rei
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  • This flag is an old leftover from early [[TS]] development, where all art related to a building was still packed into a single [[SHP|shape]] file
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  • This flag is an old leftover from early [[TS]] development, where all art related to a building was still packed into a single [[SHP|shape]] file
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  • This flag is an old leftover from early [[TS]] development, where all art related to a building was still packed into a single [[SHP|shape]] file
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  • This flag is an old leftover from early [[TS]] development, where all art related to a building was still packed into a single [[SHP|shape]] file
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  • ...ing for multiple infantry units to fit into one cell. In {{td}} and {{ra}} all five spots are used.
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  • The CellSpread logic iterates all cells in range, and affects all objects on these cells. If an object occupies more than one cell like build ...hit more often than allowed, the hits closest to the impact site are used, all others are discarded.
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  • ...the next [[animation]] to be played when this animation has played through all of its [[frames]] and [[LoopCount|loops]], if any.
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  • ...om/MIX_protectors MIX Protectors] to corrupt [[MIX|MIX files]], Recovering all File Names inside the MIX, thus Unprotecting the MIX File.
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  • ...ucture varies between each game. Despite the multitude of file extensions, all map files are in fact plain [[INI]] files (except the .BIN files in {{td}})
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  • ...the opponent's flag and bring it to their own flag to score. Upon success, all the opponent's buildings and units will explode, ending the game.
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  • In such a case all Countries must be listed under '''RequiredHouses=''' (or better in Ares' #i
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  • This is unlike [[RequiredHouses]] which can't be unset at all and must either be erased from base rules or re-defined in a map (or in an
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  • ...ehind a crater [[SmudgeTypes|smudge]]. The smudge is picked randomly* from all SmudgeTypes with {{f|Crater|yes}}.
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  • ...ts|tile set]] to be displayed at lowest [[Height#In_Maps|map height]]. For all heights in-between this and {{f|HighRadarColor}}, the game would calculate
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  • ...s|tile set]] to be displayed at highest [[Height#In_Maps|map height]]. For all heights in-between this and {{f|LowRadarColor}}, the game would calculate t
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  • ...ies the root name of the [[TMP]] files used by this [[TileSets|tile set]]. All TMP filenames consist of this root, a two-digit suffix (to separate tiles) ...in question has more than one subtile, a 2x2 cliff tile for example, then all four subtiles are also randomized.<br/>The only exception to this rule are
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  • ...hen any change in the number of tiles is made in an intermediate tile set, all the tile numbers that comes after the change gets wrong reference. To tempo
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  • ...f {{ts}}, {{ra2}}, and {{yr}}. Also known as "framework mode", it replaced all tile graphics with simplified, colorful versions, allowing for [[Westwood]]
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  • This table shows all INI flags applicable to {{s|LEVITATION}}. The flags are listed in the order
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  • ...n a map having a digest or not for online map listing. It's used to ensure all clients (i.e. players) have the same version of the map. If there's a misma
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  • ...fies that the damage inflicted by this weapon should be applied equally to all targets within its range. Is disabled in Red Alert 2 possibly in favor of t
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  • Specifies the delay, in minutes (per 900 [[frames]]), that all cloaked objects (submarines in {{ra2}}) are forced to remain revealed/emerg
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  • ...lts; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limi
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  • ...as it leaves through the building's front door. Typically, this represents all of the building's 'static' art that should appear above the unit, like the
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  • Seemingly by default, a full "gattling" cycle works and can use all 3 ground and 3 air weapons from inside a vehicle which has OpenTopped=yes w
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  • ...xtra z-data" and not as "extra image" and it will load in. now the tile is all configured and ready to take images. right click on it and select "copy com
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  • ...Stage= is a defunct and non working tag that, surmising from the fact that all building shps require a third and completely unused damage frame, was going
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  • ...nd unit]] production speed when multiple factories are present. Applies to all [[factory]] types. * If {{tt|{{PAGENAME}}{{=}}1.0}}, building a second factory gives no bonus at all, but getting a third factory doubles the production speed.
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  • ...that the value used in unmodified {{ini|rules}}, {{tt|2000}}, is more than all the height levels combined, meaning that the logic is effectively disabled.
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  • ...that the value used in unmodified {{ini|rules}}, {{tt|2000}}, is more than all the height levels combined, meaning that the logic is effectively disabled.
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  • ...ildingType|building]] requires power to function. Enabling this will cause all of the building's active animations to freeze by default whenever it is und
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  • |Keep transports and units - all remain in the team and execute the remainder of the script Not all of the available mission types are applicable to teams; those that are, suc
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  • ...ableShadowCache|link}}, not disabling the caching does not in most, if not all cases incur any drawing or visual problems. Developers' original intention
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  • ...ckTunnels|link}}, {{f|DirtTunnels|link}}, and {{f|DirtTrackTunnels|link}}, all do essentially the same thing and enable the special tunnel handling logic
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  • |If the team includes a transport, all other units are loaded onto the transport
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  • ..., that a slight pitch change will be applied, making it seem like they are all a little different. A more obscure use case could be to get female civilian
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  • ...st also be listed in the [Warheads] section and be defined in the same way all other warheads are.
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  • ...sing the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned buildings, Tiberium/ore, etc. Therefore, it is recom * Negative values, while technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.
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  • ...sing the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned buildings, Tiberium/ore, etc. Therefore, it is recom * Negative values, while technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.
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  • ...sing the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned buildings, Tiberium/ore, etc. Therefore, it is recom * Negative values, while technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.
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  • ...ease the map's overall brightness, lower values make it darker. Applies to all terrain and map objects.
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  • ...sing the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned buildings, Tiberium/ore, etc. Therefore, it is recom
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  • ...sing the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned buildings, Tiberium/ore, etc. Therefore, it is recom
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  • ...sing the unit [[palette]] ({{tt|unit*.pal}}) are not tinted. This includes all units and player-owned buildings, Tiberium/ore, etc. Therefore, it is recom
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  • ...ease the map's overall brightness, lower values make it darker. Applies to all terrain and map objects.
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  • * All [[AircraftTypes|aircraft]] and [[jumpjet]] units are unable to take off. Ai
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