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  • {{HorizontalBar|[[Ra2.csf]] redirects here. If the part about the file itself grows large enough, move it there.}} ...e:Cc_advancedsettings.png]] If you're looking for the technical details on the CSF file format, see [[CSF File Format]] instead.}}
    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 If you plan to distribute your [[mod]] with sounds, the use of [[XCC Mod Creator]] is recommended.
    3 KB (579 words) - 06:53, 25 July 2011
  • ...the game first checks for the [[animation]] &amp; [[sounds|sound]] set in the weapon to display them;<br> The warhead is then delivered to it's target by the projectile;<br>
    8 KB (1,156 words) - 10:54, 27 November 2009
  • :allow ground-based {{f|VehicleTypes|link}} to go in for the same. Buildings that allow infantry to garrison inside need the following tags:
    3 KB (396 words) - 09:42, 27 November 2009
  • ...ving it to the modder to know what could have caused the error and to find the cause in their mod's changes. # Check if the EIP reported in your except.txt file matches an EIP for which the IE cause is known (see below).
    20 KB (3,395 words) - 14:53, 16 May 2024
  • ...le. For [[Generals]] and everything else based on the [[SAGE]] [[engine]], the INI-system is more complex and wide-spread. ...game other than what the rules.ini allows for{{fnl|1}}. Not everything in the game is customizable. Features that cannot be modified are called [[hardcod
    9 KB (1,263 words) - 02:37, 22 February 2024
  • ...you have the SHP file, let's call it {{Tt|example.shp}}, you need to tell the game to use it: *Open the {{Ini|art}} file.
    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}} to refer to to determine which [[ ...] 8 or 9 then the resulting [[InfantryType]] will be given to the owner of the killing unit.
    7 KB (1,153 words) - 22:10, 9 July 2022
  • |ets=yes // DC: not in the executable, who added this? --> ...({{Yr}} only), or the building when it is sold using the Sell button from the sidebar.
    4 KB (724 words) - 10:33, 27 November 2009
  • ...ules|rules(md).ini]] is a zero-starting list of all available countries in the game. ...one of the most common questions asked by new modders. This should provide the necessary information regarding this subject.
    10 KB (1,436 words) - 20:34, 15 January 2011
  • This is a tutorial on creating and editing MP mode ini files, and some of the problems you may encounter. ...tutorial assumes you already have a reasonable understanding of modifying the <tt>rulesmd.ini</tt> file.
    8 KB (1,531 words) - 20:29, 11 March 2011
  • Mix files can be read, edited and created using the [[XCC Mixer]] and the [[XCC MIX Editor]], both created by [[Olaf van der Spek]]. They can be down ...ific purpose as detailed below. Using mix files correctly is important for the correct execution of your mod.
    11 KB (1,823 words) - 09:42, 26 October 2023
  • ...his object, before any multipliers are applied (such as Country bonuses or the [[FactoryPlant|Industrial Plant]]). ...ve been deducted from the player. When the unit is 50% constructed, 50% of the final cost will have been deducted, and so on).
    3 KB (427 words) - 09:47, 27 November 2009
  • ...mmunity addon that may be used by the end user. Most reserved mix files at the moment are for Yuri's Revenge. ...i Multi-Player score screen and a selection confirm dialog box, updates to the new urban oil derrick, altered versions of several maps and updated rulesmd
    4 KB (636 words) - 11:41, 11 January 2021
  • ...after: The "number of rounds carried between reloads", i.e. how many shots the object has before it needs to be/gets reloaded. ...ue is -1, which means "unlimited ammo". This is also the default value for the flag.
    8 KB (1,416 words) - 14:28, 19 December 2023
  • ...Olaf van der Spek) Part of the [[XCC|XCC Utilities]] suite of programs. ''The'' most important tool. * A lot more on the [http://en.wikipedia.org/wiki/List_of_text_editors List of Text Editors on
    5 KB (783 words) - 18:09, 25 July 2016
  • This is intended as an index of the file types. For info about editing these files, click each header. This format is used as the container for the game's data files. Also see [[XCC]].<br>
    4 KB (630 words) - 16:50, 17 July 2011
  • ...at least for some of us, only the slightest modification of them has sent the AI into a coma. ==General Information about RA2/YR's AI==
    17 KB (2,462 words) - 12:37, 25 December 2020
  • ...fired once at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{f|Primary|link}} set then {{f|Explodes|yes|link}} will ...proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.
    3 KB (444 words) - 12:55, 16 October 2022
  • [[Image:alphatst.jpg|thumb|250px|Simple lightpost test, using the original alphatst.shp]] ...ined by the brightness of the pixels. This allows a total customization of the light's shape.
    6 KB (863 words) - 10:58, 22 April 2020
  • ...]] defines a list of .[[SHP|shp]] animations that are cached while loading the game, and used ingame for whatever reason. ''All .[[SHP|shp]] format animat The entries in this list are used for various reasons:
    28 KB (3,392 words) - 09:24, 27 November 2009
  • * The X axis increases to the right. * The Y axis increases towards the screen.
    5 KB (856 words) - 12:44, 8 December 2018
  • ...ay. So, reordering it is not advised. However, there are several errors in the default array that really should be corrected by any modder. See next secti Note that structures can be loaded into the game even without being in this list, if they are referenced by a tag that
    35 KB (3,846 words) - 00:35, 16 August 2019
  • |types={{Categ|General}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}} Specifies the (case-insensitive) name of the [[CSF]] string which contains this object's display name.
    862 bytes (124 words) - 10:45, 27 November 2009
  • |types={{Categ|General}}, {{Categ|Houses}}, {{Categ|Countries}}, {{Categ|TechnoTypes}}, {{Categ|Te Plain-text name of this object used to output the object's name. In {{ra2}} and {{yr}}, it is largely superceded by {{f|UINam
    2 KB (303 words) - 11:35, 20 December 2023
  • |types={{Categ|General}} This is one of the several Veteran Factors that control the bonuses given by {{f|VeteranAbilities|link}} and {{f|EliteAbilities|link}}.
    1 KB (205 words) - 09:55, 24 March 2021
  • |types={{Categ|General}} ...'' stack, meaning that a SIGHT elite bonus will '''not''' further increase the sight of a unit with a SIGHT veteran bonus.
    916 bytes (147 words) - 17:09, 30 May 2012
  • |types={{Categ|General}} ...stack, meaning that a {{tt|ROF}} elite bonus will '''not''' further modify the rate of fire of a unit with a {{tt|ROF}} veteran bonus.
    2 KB (256 words) - 09:53, 24 March 2021
  • This list was created before the announcement of RockPatch2; a new list should be created above. *[http://www.cnc.2ya.com/ Revolution: Retaliation of the civilians]
    1 KB (203 words) - 00:23, 1 December 2015
  • ...t" and "Hell March 2" for Boss China; and "GLA Hunger" and "GLA Chant" for the GLA, obviously. ...he player to rely solely on capturing flags for profit and base building. The faction symbols have been replaced by golden versions with five stars each
    2 KB (342 words) - 13:33, 22 January 2010
  • ...ed soldier), and new campaign modes. The following is a promotional ad for the enhancement: ...the mining fields. Many people say that Yuri's side is imbalanced, but not the whole YR gaming community. those first never truly noticed that other ones
    23 KB (3,867 words) - 16:42, 30 June 2022
  • |types={{Categ|General}} ...Both this animation and the one set under {{f|IonBeam|link}} are played at the same time.<br>
    901 bytes (152 words) - 10:13, 27 November 2009
  • In this section of [[Rules|rules(md).ini]], the game's Special Weapons settings are located. Note that this section was obs <!-- [[Category:General Editing Information]] -->
    1 KB (128 words) - 10:34, 27 November 2009
  • ...ish games start with elite status ('''note:''' ''not'' veteran), excluding the [[MCV]] itself. ...i|rules|link}}, this flag is actually read from {{s|SpecialFlags|link}} in the map.
    497 bytes (74 words) - 13:16, 8 February 2020
  • ...in return, determines what the AI can and can't do automatically, through the minimum IQ numbers set in <tt>[IQ]</tt>. In this section of [[Rules|rules(md).ini]], the game's IQ settings are located. It lets you set a minimum IQ number require
    5 KB (784 words) - 18:23, 13 November 2023
  • |types={{Categ|General}} ...set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool).
    999 bytes (146 words) - 03:14, 29 November 2009
  • |types={{Categ|General}} {{tt|RepairRate}} specifies the number of minutes between:
    401 bytes (63 words) - 10:30, 27 November 2009
  • |types={{Categ|General}} {{tt|RepairStep}} specifies the number of hitpoints that are recovered:
    1 KB (170 words) - 13:20, 13 January 2015
  • |types={{Categ|General}} {{tt|URepairRate}} specifies the number of minutes between applying {{f|RepairStep|link}} to units being rep
    320 bytes (50 words) - 10:46, 27 November 2009
  • |types={{Categ|General}} {{tt|IRepairRate}} specifies the number of minutes between applying {{f|IRepairStep|link}} to [[InfantryType
    331 bytes (50 words) - 10:07, 27 November 2009
  • |types={{Categ|General}} {{tt|IRepairStep}} specifies the number of hitpoints that are recovered:
    808 bytes (110 words) - 10:07, 27 November 2009
  • ==For [General]== |types={{Categ|General}}
    2 KB (215 words) - 10:43, 27 November 2009
  • |types={{Categ|General}} .... The aircraft appears docked to the building regardless of whether or not the building has {{f|Helipad|yes|link}} set.
    840 bytes (130 words) - 10:33, 27 November 2009
  • |types={{Categ|General}} The specific infantry units that are recovered are set by {{f|Crew|link}} in {{
    782 bytes (114 words) - 16:42, 7 August 2011
  • |types={{Categ|General}} ...r American comedian Jerome 'Curly' Howard (with a typo, of course), one of the Three Stooges.
    975 bytes (163 words) - 20:04, 16 September 2022
  • |types={{Categ|General}}, {{Categ|AircraftTypes}},{{Categ|InfantryTypes}}, {{Categ|BuildingTypes}} ...height (in [[lepton]]s) that this aircraft will fly at. The value in [{{f|General|link}}] serves as a default value in case a particular aircraft doesn't spe
    544 bytes (79 words) - 05:19, 25 January 2016
  • |types={{Categ|General}} ...one player at a time. The AI will only switch focus to another player when the previous enemy is defeated, or when another enemy player constantly attacks
    1,005 bytes (164 words) - 23:47, 14 January 2023
  • |types={{Categ|General}} ...</b> This tag is not in the rules file by default. It needs to be added to the appropriate section manually.}}
    453 bytes (74 words) - 09:47, 7 September 2021
  • |types={{categ|General}} ...n one of the {{ts}} patches, the AI tends to block off its own base due to the inability to construct walls properly, thus leading to major performance hi
    814 bytes (139 words) - 09:12, 27 November 2009
  • |types={{categ|General}} If {{f|UseMinDefenseRule|link}} is set, the AI will strive to create this many {{f|IsBaseDefense|yes|link}} [[TeamTypes
    822 bytes (133 words) - 10:19, 27 November 2009
  • |types={{categ|General}} If this is set, the AI will strive to create at least {{f|MinimumAIDefensiveTeams|link}} [[Team
    483 bytes (75 words) - 10:47, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|ConstructionYard|yes|link}} when evaluating
    440 bytes (65 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|WeaponsFactory|yes|link}} when evaluating po
    424 bytes (63 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with positive {{f|Power|link}} value when evaluating
    440 bytes (66 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Engineer|yes|link}} when evaluating possible
    418 bytes (63 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Thief|yes|link}} when evaluating possible AI
    415 bytes (63 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Harvester|yes|link}} when evaluating possibl
    433 bytes (65 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects listed in [{{f|General|link}}]{{f|BaseUnit|link}} when evaluating possible AI offensive Super Weap
    453 bytes (68 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|Category|Transport|link}} when evaluating po
    374 bytes (53 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|IsBaseDefense|yes|link}} when evaluating pos
    437 bytes (65 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|IsPlug|yes|link}} when evaluating possible A
    430 bytes (65 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with '''{{f|HoverPad|yes|link}}''' when evaluating po
    741 bytes (118 words) - 09:14, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects with {{f|IsTemple|yes|link}} when evaluating possible
    418 bytes (63 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ({{Categ|AIIonCannon}}) Specifies the "priority" of objects listed under [{{f|AI|link}}]{{f|BuildTech|link}} when
    404 bytes (58 words) - 09:15, 27 November 2009
  • |types={{Categ|General}} ...number of frames short of {{f|ForceShieldDuration|link}} to start playing the [[sound]] specified by {{f|SpecialSound|link}} on a [[SuperWeaponType]] wit
    611 bytes (95 words) - 10:00, 27 November 2009
  • |types={{Categ|General}} ...will subject each [[InfantryType]] in a 3x3 area to a one-shot-kill using the warhead specified by {{f|MutateWarhead|link}}.
    493 bytes (75 words) - 10:20, 27 November 2009
  • |types={{Categ|General}} ...d as {{f|PrismType|link}} fires its weapon supported by other buildings of the same type.
    1 KB (205 words) - 14:18, 4 December 2020
  • |types={{Categ|General}} This flag specifies the InfantryType that emerges from a destroyed unit or building for [[Countries
    520 bytes (77 words) - 14:34, 12 March 2013
  • |types={{Categ|General}} This flag specifies the InfantryType that emerges from a destroyed unit or building for [[Countries
    520 bytes (77 words) - 14:36, 12 March 2013
  • |types={{Categ|General}} This flag specifies the InfantryType that emerges from a destroyed unit or building for [[Countries
    399 bytes (56 words) - 14:37, 12 March 2013
  • |types={{Categ|General}} ...istance; thus the normal chronoshift algorithm cannot be used to determine the delay.
    484 bytes (74 words) - 22:36, 23 December 2009
  • |types={{Categ|General}} ...akeInfantry|X|link}} set (where {{tt|X}} is the list index (zero-based) of the [[InfantryType]] from {{f|AnimToInfantry|link}}).
    481 bytes (66 words) - 09:24, 27 November 2009
  • == For [General] == |types={{Categ|General}}
    706 bytes (101 words) - 10:31, 27 November 2009
  • |types={{Categ|General}} This flag defines the VehicleTypes that can be granted as bonuses by {{f|SecretLab|yes|link}} bui
    209 bytes (30 words) - 10:31, 27 November 2009
  • |types={{Categ|General}} This flag defines the BuildingTypes that can be granted as bonuses by {{f|SecretLab|yes|link}} bu
    211 bytes (30 words) - 10:31, 27 November 2009
  • |types={{Categ|General}} ...not yet been used. This is set to a valid infantry 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
  • |types={{Categ|General}} ...is the percentage charge of the super weapon. When this point is reached, the function initiates.
    396 bytes (63 words) - 19:07, 7 June 2015
  • |types={{Categ|General}} ...kes the form of a numbered list, with one value for each difficulty level. The values are ordered in "Brutal", "Medium", "Easy".
    399 bytes (68 words) - 12:37, 17 October 2012
  • |types={{Categ|General}} }}Whenever the AI chooses to construct a base defense, there is a chance it will choose to
    457 bytes (75 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} ...{{f|AIDefendAgainst|yes|link}}, then there is this percentage chance that the AI will fire its Force Shield, or super weapon with {{f|Type|ForceShield|li
    480 bytes (74 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} .... The percentage of their full health that denotes "wounded" is defined in the {{f|AICaptureWoundedMark|link}} tag.
    718 bytes (111 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ...defined as being low on money whenever its credits are below the value in the {{f|AICaptureLowMoneyMark|link}} flag.
    696 bytes (111 words) - 09:12, 27 November 2009
  • |types={{Categ|General}} ...money". When this number is reached, or the number of credits is below it, the AI will use {{f|AICaptureLowMoney|link}} to decide on a course of action wh
    436 bytes (71 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ...nit only has this percentage of its maximum ((TTL|Strength)) or less, then the values of {{f|AICaptureWounded|link}} are followed instead of {{f|AICapture
    532 bytes (78 words) - 09:13, 27 November 2009
  • |types={{Categ|General}} ...nd it is applied once per each structure with <tt>[[OrePurifier]]=yes</tt> the player owns.
    657 bytes (103 words) - 19:05, 7 June 2015
  • |types={{Categ|General}} ...pon entering the game (the moment when you gain control over your units at the very beginning of a session).
    1 KB (190 words) - 10:24, 27 November 2009
  • |types={{Categ|General}} This flag is used as the default strength for TerrainTypes that do not already have a defined {{f|St
    306 bytes (50 words) - 10:44, 27 November 2009
  • |types={{Categ|General|General}} ...op-right in the player's view), and increasing numbers rotate clockwise on the compass.
    771 bytes (123 words) - 16:25, 10 January 2022
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated higher than the source one, this multiplier is applied to their normal Speed.
    448 bytes (64 words) - 10:44, 27 November 2009
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated lower than the source one, this multiplier is applied to their normal Speed.
    445 bytes (64 words) - 10:44, 27 November 2009
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated higher than the source one, this multiplier is applied to their normal Speed.
    464 bytes (66 words) - 10:54, 27 November 2009
  • |types={{Categ|General}} ...from one cell to another, and the destination cell is elevated lower than the source one, this multiplier is applied to their normal Speed.
    461 bytes (66 words) - 10:54, 27 November 2009
  • |types={{Categ|General}} ...o {{tt|Rock}}. 2 is the only 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
  • |types={{Categ|General}} ...Set|ice]] [[Ice2Set|tile]] [[Ice3Set|sets]] themselves are not parsed from the [[Terrain Control INI files|terrain control INI files]] as they were in {{t
    953 bytes (156 words) - 15:08, 7 September 2021
  • |types={{Categ|General}} ...ctures, which is used to make walls build quicker or slower in relation to the side's normal build speed for structures.
    383 bytes (64 words) - 10:53, 27 November 2009
  • |types={{Categ|General}}, {{Categ|Aftermath}} ...h|health]] is above this percentage, enemy [[Engineer|Engineers]] entering the structure will only damage it.
    859 bytes (130 words) - 17:14, 18 August 2022
  • |types={{Categ|General}} ...eases the chances of a different trigger being used by the AI, rather than the same one being re-used.
    708 bytes (107 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} ...eases the chances of a different trigger being used by the AI, rather than the same one being re-used.
    714 bytes (107 words) - 09:16, 27 November 2009
  • |types={{Categ|General}} Specifies the size of the radar event rectangle after it has zoomed in on the target. Higher values mean larger rectangle.
    534 bytes (58 words) - 16:56, 3 January 2024
  • |types={{Categ|General}} The speed at which the radar event rectangle zooms in on the target at the radar minimap. Higher values mean faster speed.
    535 bytes (59 words) - 16:53, 3 January 2024
  • |types={{Categ|General}} The speed of radar event rectangle rotation. Higher values mean faster rotation
    493 bytes (49 words) - 16:53, 3 January 2024
  • |types={{Categ|General}} ...he color brightness fluctuates, while the hue remains fixed, determined by the radar event type. Higher values mean faster brightness shift.
    616 bytes (69 words) - 16:53, 3 January 2024
  • |types={{Categ|General}} Lists [[BuildingTypes]] that count as {{tt|FACTORY}} in the [[The Prerequisite System|prerequisite system]].
    551 bytes (79 words) - 08:31, 19 April 2021
  • |types={{Categ|General}} Lists [[BuildingTypes]] that count as {{tt|BARRACKS}} in the [[The Prerequisite System|prerequisite system]].
    555 bytes (79 words) - 08:31, 19 April 2021
  • ...|Type|GeneticMutator|link}} when {{sl|General|MutateExplosion|no}} is set. The super weapon will subject each [[InfantryType]] in a 3x3 area to a one-shot
    420 bytes (63 words) - 10:20, 27 November 2009
  • ...Type|GeneticMutator|link}} when {{sl|General|MutateExplosion|yes}} is set. The super weapon will deal 10,000 damage in this case.
    367 bytes (52 words) - 10:20, 27 November 2009
  • |types={{Categ|General}} Specifies the animation that is used as a wake effect when an object is moving on or over
    413 bytes (69 words) - 10:52, 27 November 2009
  • |types={{Categ|General}} ...hen a unit using a Drop Pod to arrive lands. It is the animation depicting the Drop Pod fading away.
    823 bytes (142 words) - 21:34, 13 July 2021
  • =={{anchor|General||}}For [General]== |types={{Categ|General}}
    1 KB (143 words) - 09:51, 27 November 2009
  • |types={{Categ|General}} ...object is destroyed which specifies a number of debris, but doesn't define the precise debris to use. Also used (in {{yr}} only) when a warhead specifies
    697 bytes (114 words) - 13:42, 20 March 2024
  • |types={{Categ|General}} ...s the "beam" of a striking Ion Cannon, or, if replaced by a modder, simply the first animation played when a Super Weapon with {{f|Type|IonCannon|link}} i
    570 bytes (94 words) - 10:13, 27 November 2009
  • |types={{Categ|General}} ...normal {{sl|CombatDamage|SplashList}} logic takes over. Originally used by the Lightning Storm Superweapon.
    531 bytes (78 words) - 10:54, 27 November 2009
  • |types={{Categ|General}} (RA), {{Categ|CombatDamage}} (TS - YR) ...(in minutes) between a unit with {{f|C4|yes|link}} placing a C4 charge and the charge detonating.
    353 bytes (60 words) - 09:42, 27 November 2009
  • In this section of [[Rules.ini|rules(md).ini]], the game's side lists are located. .... No game element is known to refer to the side indexes, so the order that the sides are ultimately listed internally is irrelevant.
    2 KB (404 words) - 12:13, 5 April 2024
  • ...section of [[Rules|rules(md).ini]] is a list of all available warheads in the game. Rumor has it that weapons' warheads work even if not listed, however, There is no logical reason for omitting the list entry, and as such you should not expect help on an unlisted warhead.
    5 KB (672 words) - 13:52, 7 January 2011
  • |types={{Categ|General}} In RA this allows finer difficulty control for the campaign.
    203 bytes (32 words) - 03:06, 7 December 2019
  • |types={{Categ|General}} ...f all AI [[Houses]] within a game will ally against the human player(s) if the situation looks "bad" for them. Can be set to 'yes' or 'no'.
    1 KB (228 words) - 12:49, 3 October 2016
  • ...Hyper, the CLSIDs listed in this section are actually valid and defined in the game EXE, just unused and never called upon. ...news post: https://ppmforums.com/topic-47517/ai-generals-in-tiberian-sun; the research thread with more information (PPM account required): https://ppmfo
    8 KB (1,355 words) - 12:54, 25 December 2020
  • This section contains a list of colors used for various purposes in the game, most notably to differentiate various players ([[Houses]]) from each ...generated. Hue remains constant. Saturation curves through color space as the value component changes so that darker colors become more saturated.
    5 KB (783 words) - 07:12, 31 March 2023
  • ...Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What's not listed doesn't get parsed and therefore doesn't exist. ...al unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new ty
    2 KB (287 words) - 14:43, 23 September 2021
  • ...vide, which amount of them, and what animation to play when triggered. For general crate rules, like their frequency of appearence, see <tt>[[CrateRules|[Crat *{{co|Cratename|green}} is the name of the powerup (hardcoded)
    11 KB (1,828 words) - 18:20, 10 August 2023
  • ...should be able to use. TerrainTypes not listed here cannot be accessed by the game - they don't exist. <!-- [[Category:General Editing Information]] -->
    1 KB (167 words) - 14:30, 20 July 2019
  • ==General Information== ...can [[Cloaking system|cloak]] it and any objects of the same owner within the radius specified by {{f|CloakRadiusInCells|link}}.
    1 KB (167 words) - 02:14, 29 August 2010
  • ...ains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect. Damaging or destroying a cyborg displays the {{sl|General|InfantryExplode}} animation.
    1 KB (189 words) - 23:56, 24 March 2013
  • ...seValue]] for more information on how the AI distributes this number along the available defense structures. The AI also uses this flag to identify base defense structures for target selec
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  • ...e "dumb threat" coefficients defined in {{f|General|link}} and instead use the "default threat" coefficients instead. ...ss of whether it is rebuilt or not, and the player's units will still have the benefits of it.
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  • ...|link}} list on the unit, if that is set. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive). ...icDebris|link}} list at the impact point. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive).
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  • ...|link}} list on the unit, if that is set. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive). ...icDebris|link}} list at the impact point. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive).
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  • ...f [[Rules|rules(md).ini]] is a list of all available "Voxel Animations" in the game. What's not listed doesn't get parsed and therefore doesn't exist. <!-- [[Category:General Editing Information]] -->
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  • ...s a section of [[rules|rules(md).ini]], listing the available particles to the game. If a particle isn't listed, it doesn't get initialized and therefore ...author has searched both YR's and TS's rules and has not found evidence of the existence of this flag, neither on itself nor in comments. If anybody has u
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  • ...e should be able to use. SmudgeTypes not listed here cannot be accessed by the game - they don't exist. <!-- [[Category:General Editing Information]] -->
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  • ...should be able to use. OverlayTypes not listed here cannot be accessed by the game - they don't exist. ...s certain entries have special behvaiour hooked up to them. An example are the bridge sections, sandbag walls, Allied wall and all tiberium entries.
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  • ...' by the projectile, so typically the explosions get bigger in relation to the amount of damage caused. ...s acquired by dividing this delivered damage by 25{{fnl|2}} and truncating the result.
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  • |types={{Categ|Warheads}} / {{Categ|General}} ...e [[prone]]. It is a direct multiplier to {{f|Damage|link}} applied before the {{f|Verses|link}} has been calculated.
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  • ...mes, there are two main systems that enable damage to spread over an area: the [[Spread]] mechanic in pre-{{ra2}} titles and [[CellSpread]] introduced in .... The radius of these steps is controlled by the {{f|Spread|link}} flag in the warhead settings.
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  • ...gain a range bonus when there is a height difference between the firer and the target. This section controls that bonus, which is calculated like this (ps [[Category:General Editing Information]]
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  • ...of {{ini|rules}}, the game's general settings are located. A section with the same name also exists in [[Terrain Control INI files|terrain control files] {{Applicable INI Flags Header|[General]}}
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  • In this section of [[Rules|rules(md).ini]], the game's audio and visual settings are located. <!-- [[Category:General Editing Information]] -->
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  • .... how many appear, for how long they appear, what they look like, etc. For the bonuses given by crates see <tt>[[Powerups|[Powerups]]]</tt>. <!-- [[Category:General Editing Information]] -->
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  • In this section of [[Rules|rules(md).ini]], the game's combat, damage and related settings are located. <!-- [[Category:General Editing Information]] -->
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  • ...should be able to use. AircraftTypes not listed here cannot be accessed by the game - they don't exist. ...or InfantryTypes being referenced by <tt>[[Enslaves]]</tt> are added into the internal *Types arrays as well. However, there is no reason to rely on this
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  • ...section of {{rules}}, the game's jumpjet controls are located. They define the default movement behavior for jumpjets. <!-- [[Category:General Editing Information]] -->
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  • ...tion of [[rules|rules(md).ini]], listing the available particle systems to the game. If a system isn't listed, it doesn't get initialized and therefore is <!-- [[Category:General Editing Information]] -->
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  • In this section of [[Rules|rules(md).ini]], the game's skirmish and LAN default settings, as well as minima and maxima for *[[MultiplayerDefaults]] – for the equivalent section in pre-{{ra2}} titles
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  • ...ayer participants (according to the comments at this point, this is due to the IPX layer not supporting more). ==The Legend of <tt>'''Warheads<nowiki>=</nowiki>'''</tt>==
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  • Houses (in some games known as [[Countries]]) are the available factions, playable and non-playable, in every [[C&C]] game from { In [[RA1]], the houses list is hardcoded into the game executable, therefore it's not possible to add or remove houses via IN
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  • ...uating the best target. This targeting model applies to super weapons with the following settings:<br><br> ...ossible target is in production; if it is and it has higher priority, then the AI will wait until production is complete then strike (according to Rules.i
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  • This article describes the most common file conversions that XCC Mixer can be used for. Before reading, it is recommended to read the [[XCC_Mixer#Setting_up_mixer|setting up XCC Mixer]] tutorial.
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  • ...} and {{f|OmniCrushResistant|link}} are set, and for reference, also shows the effect of {{f|IsTrain|yes|link}}. Empty cells signal that one property does not influence the other, specifically:
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  • ...limited to, two files on map editing and the [[Red Alert 2 AI.INI Guide]], the definite guide to RA2's and YR's AI. The Guide is the de facto bible for RA2/YR modders at the moment, however, there are motions to replace it in that position with ModE
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  • There is a comment in the rules: ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this
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  • ...y small. However, it seemed to gain a new life in the modding community in the early 2000s ...d by 1999, Tiberian Sun was finally released, however, not as 'perfect' as the previews made it seem.
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  • This page explains how the Crew System (survivors from destroyed objects) works. multiply the object's cost by the survivor rate
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  • ...ptons. Leptons abide by the pseudo-isometric perspective of the game, i.e. the leptons-per-pixel ratio is greater vertically than horizontally. ...eptons.png|frame|In this example, the ring's diameter equals the length of the cell edge: 256 leptons]]
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  • A cell in this article refers to a map cell. A map cell is the smallest part of a map that can be occupied by a structure, vehicle, or air ...ltiple cells, and most do. Among the buildings occupying only one cell are the TD Guard Tower/Gun Turret, RA Ore Silo/Kennel/Turret/Pillbox, TS Laser Turr
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  • ...e frame later than the previous. A comparison to real time is mentioned in the rules, saying ''Frame time a spy shuts down power for (900 = 1 minute)'', i [[Category:General Editing Information]]
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  • ...ach weapon an object has can have a separate FLH, defined by, depending on the weapon slot, {{f|PrimaryFireFLH|link}}, {{f|SecondaryFireFLH|link}}, {{f|We It takes a value in the form of three comma-separated signed integers, where:
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  • [[File:Dropship_loadout.jpg|right|frame|Example of what the Dropship loadout looks like in {{ts}}.]] ...can be made to work ''almost'' perfectly for single player missions. Note the bugs section below.
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  • ...isible (''hidden'' from sight). Relating to this tutorial, this means that the damaging particle will continue to be spawned, even if there is no ore in p ...simply replacing the [[ore]] images will work in both {{ra2}} and {{yr}}, the method creating Tiberium Damage in this tutorial is only compatible with YR
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  • ...however any mobile factory, cloning vat, hospital, or armory suffers from the same problem. ...to that location. This is the result of coding ambiguity, which means that the game [[engine]] is confused about what action it should take, usually yield
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  • ...re, including Construction Yards, War Factories, and Airfields suffer from the same problem. ...ry Barracks will be evacuated whenever it it set as primary, regardless of the player's intention.
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  • When [[Adding_A_Cameo|Adding A Cameo]], this flag defines the sidebar image used for a veteran version of this unit. ...this would be '''''____icon.shp''''', but veteran icons are usually given the suffix of 'uico' instead.
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  • An {{PAGENAME}} is any object defined in the {{s|OverlayTypes|link}} list. [[Category: General Editing Information]]
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  • ...in the appropriate side's mix - {{Tt|sidec0#(md).mix}}, where # depends on the player's country: ** {{rpo}} ''3'' if [{{f|General|link}}]{{arr|r}}{{f|LoadSpecialYuriUI|yes|link}} is set,
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  • ...ique is generally discouraged because it requires complex work-arounds for the problems it causes and also invites Internal Errors.[[#Problems and Limitat ...cted and the [[TypeSelect|"Select all of Type" button]] is pressed, all of the linked infantries are selected, ''even though they're different units in co
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  • ...o know who ''not'' to trust. As such, the list quickly was reduced to only the bad guys, and now resides under this new title. ...ple on this list all behaved in a way that was harmful to the integrity of the community, and, as such, should be met with great caution. '''Please do not
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  • ...ets, and detonating the warhead defined by their appropriate tags. Without the [[RockPatch]], there are three types of spawned missile: V3, DMisl and CMis ...by the V3 Rocket Launcher and use the following tags located in the <tt>[[General]]</tt> section.<tt>
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  • ...covers the settings for the Desolator (Iraq's country-special infantry in the unmodified game). The game is hard-coded to perform special functions with this unit, although no
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  • TechnoType is the parent class of the main objects of the game - Infantry, Vehicles, Aircraft and Buildings. This class derives from [[BuildingTypes]] are buildings (includes those built from the Structures menu, Armory menu, deployed from vehicles (MCVs) and pre-placed
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  • ...a semi-random object you otherwise couldn't. However nicely this sounded, the logic is dreadfully screwed up. ...gine enumerates all the buildings with {{f|SecretLab|yes|link}} present on the map.
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  • ...dds 2 new Boss factions to the game: US Boss General Ironside and GLA Boss General "Deathstrike", who use elite USA and GLA technologies respectively. ...oss General is chosen, one must fight against all nine regular Generals in the Campaign.
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  • The Infiltration System controls the effects of sending an [[InfantryType]] with {{f|Agent|yes|link}} into a bui :''TargetHouse'' - House owning the Target building
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  • ...e is something like 'Attack', or 'Area Guard' or 'Harvest'. Something that the computer performs automatically. ...Most missions have carried over from past games, with the exception being the 'Timed Hunt' mission that only appears in TD.
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  • |types={{Categ|General}} This flag lists the number of base defenses the Fourth Side-playing AI will aim to build. They are listed in order of diffi
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  • |types={{Categ|General}} ...the {{f|InfantryType|link}} received whenever a structure or unit owned by the fourth side is destroyed.
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  • |types={{Categ|General}} ...ticking with a lot of the original game in your mod, this should be set to the Nuclear Reactor (<tt>[NANRCT]</tt>).
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  • ...rent from a [[Triggers|Map Trigger]]) describes the conditions under which the AI will consider creating this trigger's associated Team(s) to perform a sp ...vided here mostly for completeness' sake. Editing this section, especially the comparator part, manually is not advised unless you really know what you ar
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  • ...ication created by MooMan that was to be released to the general public in the end. ...re war toys to play with and countless numbers of graphical tweaks to keep the game fresh.
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  • ...ts}} this was planned as a Superweapon for GDI, but was scrapped, although the logic in all its incomplete glory remains in all later games up to and incl ...game code, once a house gains this ability, it will not lose it even when the building in question is destroyed.
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  • ...e is inside a VehicleType with {{f|Gunner|yes|link}} set, then the name of the VehicleType will change depending on several rules. ...nk}} set, we will assume that we are working with the VehicleType known as the "IFV".
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  • |types={{Categ|General}} ...in our example), so in the end, the player gets 100 / 100 = 1 soldier from the sold or destroyed structure.
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  • ...spawned by the Virus are in fact controlled by the global particle system the game creates especially for "uncontrolled" particles. ...ng their effects on one of them [[#.22SHP_Railgun_hack.22|independent from the other one]], ''but'' having Particle be influenced by what behavior its Par
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  • ...ystem(s) are used for SHPs, due to their practically limited facing, while the finer-grained system is used for voxel-based units. ...compass, with 0/first signifying North, and North being at the top edge of the screen.<br>
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  • ...ly Working Naval Yards]] article, though it is expanded and generalized in the following article.'' ...sub pen. Note that the full implementation of this tutorial might mess up the AI, though partial implementation should generally be safe.
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  • ...view of how aircraft behaviour is influenced by certain characteristics of the weapons they carry. ...or aircraft using the spawned missile locomotor. The last column describes the resulting behaviour.
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  • This tutorial shows the reader how to unprotect a [[MIX]] file protected by the methods of [[MIX Protector]] or [[XRML Leechkiller]] as of spring 2009. Please note that due to the public availability of this information, the tools in question may change their approach, invalidating this technique.
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  • ...e with [[XCC Mixer]] and similar tools, but still leaves them working with the game they're coming from. ...tual body size, and rejects the MIX if the stated body size is bigger than the actual body size.
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  • Specifies if this projectile should use the {{tt|PARABOMB}} image (a parachute-retarded bomb). ...fies if the animation from {{sl|General|BombParachute}} should be drawn on the projectile.
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  • Animation durations are determined at the animation's creation time: ...in frames it will take to finish (let's call it ''{{tt|T}}'') is equal to the animation's {{f|Rate|link}} setting.
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  • |types={{Categ|General}} ...me point during the development of {{ts}}, but was likely made obsolete by the introduction of {{f|GuardRange|link}}.
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  • |types={{Categ|General}} ...do not distinguish between factions so the Engineer spawned will always be the infantry defined by this tag.
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  • |types={{Categ|General}} This tag will cause the soviet AI to build exactly one of the listed type of powerplant instead of a normal type of powerplant, assuming
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  • |types={{Categ|General}} ...BuildThis]]= still applies, and as such the first powerplant is built from the AIBuildThis que
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  • |types={{Categ|General}} ...no|link}} gets an additional amount of cash at the beginning of the match. The amount is:
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  • For more information on Internal Errors, see the [[Internal Error]] page. ...n if RulesMD.ini is used by RA2 instead of Rules.ini (by manually renaming the file) and you forgot to add a ';' to entry 9 (which is set to YuriCountry f
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  • This page describes in detail and with several examples the large number of flags and conditions governing what attacks what how in {{y ...older portions no longer work as they are traditionally known and many of the newer functions are exclusive to this or Red Alert 2 proper.
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  • Using the <code>WhatAmI()</code> member function. <code>WhatAmI()</code> returns a nu <code>WhatAmI()</code> is a pure virtual function of AbstractClass, the highest level of YR's class hierarchy; as such, it should exist on all obje
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  • ...troyed, until the area is re-explored. These factors can alter the flow of the game significantly. Despite listed under {{s|General|link}} in {{ts}} and {{fs}}, this flag is only read from {{s|SpecialFlags|l
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  • == In [{{f|General|link}}] == |types={{Categ|General}}
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  • |types={{Categ|General}}, {{Categ|MultiplayerDefaults}}, {{Categ|MultiplayerDialogSettings}}, {{Ca ...{{f|Growth|link}} and {{f|GrowthPercentage|link}} flags, respectively, of the [[Tiberiums|Tiberium/ore type]].
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  • |types={{Categ|General}}, {{Categ|SpecialFlags}} ...{{f|Spread|link}} and {{f|SpreadPercentage|link}} flags, respectively, of the [[Tiberiums|Tiberium/ore type]].
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  • |types={{Categ|General|[General]}} This flag specifies the minimum amount of time in [[Frame|frames]] that it takes for a [[TechnoType
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  • |types={{Categ|General|[General]}} ...phase in{{fnl|1}} after moving to a new location, should be a function of the distance traveled.
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  • |types={{Categ|General|[General]}} This flag is used in determining the time in [[Frame|frames]] that it takes for a [[TechnoTypes|unit]] with {{f|
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  • |types={{Categ|General|[General]}} ...noshift) can move in order to retain a phase-in{{fnl|1}} time equal to {{s|General|link}}{{arr}}{{f|ChronoMinimumDelay|link}}.
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  • ...Camel for General Juhziz, the USA Enforcer Tank for General Alexander, and the Bullfrog for China). ...is the Chinese Special Weapons General, and Deathstrike is the GLA Salvage General.
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  • ...global values under {{s|JumpjetControls|link}} applied to all units using the Jumpjet locomotor. Used only in {{ts}}. ...ing the {{s|JumpjetControls|link}} section is used as default, this is not the case.
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  • The general syntax is as follows: ...t audio files should be placed. Do not omit the "<tt>Taunts\</tt>" part of the string, or change it to use any other folder.<br />
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  • |types={{Categ|General}} Possibly meant to be the chance infantry units dying of Tiberium causes 'transmogrify' into small Vi
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  • ...s a multiplier to that charge time used to calculate how long it will take the super weapon to drain its charge completely. ...er weapon would allow the owner to fire the Iron Curtain many times during the discharge period, because at no point does firing an Iron Curtain count as
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  • ...ose neat SHPs and wondering how they made them. Especially incredible were the infactry sequences, notably rocketeer. How did they make 900 frames of such In case you haven't figured it out by grace of the title of this article, they were not drawn in 2D pixel by pixel. They were
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  • ...TSetsMarked.jpg|200px|thumb|right|LAT affected tiles marked on a region of the final allied mission map]] [[File:OperationChronoStormAfterAutoLAT.jpg|200px|thumb|right|The same tiles after LAT has been applied to it]]
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  • |types={{Categ|General}} ...tim. Its useful to have this warning, because the Weather Storm also makes the whole map darken so other players will be aware that this is about to happe
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  • |types={{Categ|General}} The distance in cells between each weather cloud and lightning bolt from a Supe
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  • |types={{Categ|General}} ...o specify how long the storm will last. The higher this number, the longer the storm will last.
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  • |types={{Categ|General}} The amount of damage done with each hit by a lightning bolt from a Super Weapon
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  • |types={{Categ|General}} ...many calculations for each shot - slowing this process down will thus slow the game down.
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  • ...the degree of visual details displayed. This page contains details on how the system works and also lists any related INI flags. == General ==
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  • ...h Base will not run Syringe (or Ares) by default - it only runs Syringe if the mod you are launching requires Ares. 1. Download and install the latest version of Launch Base. http://marshall.strategy-x.com/LaunchBase/LB
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  • |types={{Categ|General}} ...kes the form of a numbered list, with one value for each difficulty level. The values are ordered in "Brutal", "Medium", "Easy".
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  • |types={{Categ|General}} ...kes the form of a numbered list, with one value for each difficulty level. The values are ordered in "Brutal", "Medium", "Easy".
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  • |types={{Categ|General}} (see respective notes below) ...lfHealInfantryFrames|link}} number of frames, until {{f|Strength}} reaches the InfantryType's maximum value (it does not overflow).
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  • |types={{Categ|General}} ...erSeeker}} for the first side armies (GDI). Must be a valid unit name from the [VehicleTypes] list and be defined as all units are.
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  • |types={{Categ|General}} ...rSeeker}} for the second side armies (Nod). Must be a valid unit name from the [VehicleTypes] list and be defined as all units are.
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  • |types={{Categ|General}} The distance, in leptons, that a unit with {{f|HunterSeeker|yes|link}} set must
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  • |types={{Categ|General}} ...and the map. The target always takes a direct hit, no matter how far away the Hunter Seeker actually is.
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  • |types={{Categ|General}} ...e unit is constructed rather than spawned thus are used only when it exits the factory from which it is built.
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  • |types={{Categ|General}} The speed that a unit with {{f|HunterSeeker|yes|link}} set will ascend to its {
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  • |types={{Categ|General}} The speed that a unit with {{f|HunterSeeker|yes|link}} set will descend towards
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  • |types={{Categ|General}} This tag defines an optional weapon mounted on a unit with the Drop Pod {{f|Locomotor|link}}= which is automatically fired as it descends.
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  • |types={{Categ|General}} ...ayable sides. These sides are the ones not named "GDI" or "Nod" in TS, and the first two or three defined sides in RA2 and YR respectively.
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  • ...the owner. It also cannot be targeted or destroyed by any other object on the map. ...l rule, it isn't recommended to set this tag to 'yes' on anything owned by the player.
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  • ...yes</tt> is present, its owner receives extra funds (specified by the {{sl|General|PurifierBonus}} tag) each time a unit unloads ore on a structure with <tt>[
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  • |types={{Categ|General}} ...that infantry with yellow health will spawn a random particle system from the {{f|DamageParticleSystems|link}} list that has {{f|BehavesLike|Spark|link}}
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  • |types={{Categ|General}} ...nce that infantry with red health will spawn a random particle system from the {{f|DamageParticleSystems|link}} list that has {{f|BehavesLike|Spark|link}}
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  • |types={{Categ|General}} The chance a tree is ignited by an adjacent tree that is on fire.
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  • |types={{Categ|General}} The percentage of total credits possessed by an enemy player, that will be stol
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  • |types={{Categ|General}} Percentage of the [[Cost]] of the object to be refunded when it is sold. Also applies to objects sent to a [[
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  • |types={{Categ|General}} ...ionYellow|link}} will receive 1 hitpoint of damage. Damage is delivered by the warhead {{tt|AP}} in {{ra}}, or {{f|C4Warhead|link}} in {{ts}}.
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  • |types={{Categ|General}} ...type available to keep the Firestorm active. If there is no such building, the Firestorm is shut down.
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  • |types={{Categ|General}} ...ilding itself is nullified, and the Firestorm Defense charge is reduced by the resulting amount of time instead.
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  • == In [{{f|General|link}}] == |types={{Categ|General}}
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  • |types={{Categ|General}} (in RA), {{Categ|AudioVisual}} (in TS to YR) ...t is damaged to this percentage of its original {{f|Strength|link}} value, the color of its health bar turns red.
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  • ...ult level of difficulties. Various flags use three values to differentiate the difficulty levels like in [[AIHateDelays]] or [[TotalAITeamCap]]. AITrigger ...rmal]] and [[Difficult]]. Difficult level is also known as brutal or hard. The flags used in these sections are [[Groundspeed]], [[Airspeed]], [[BuildTime
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  • |types={{Categ|General}} ...l multiplier to the [[speed]] of all units in the game. It does not affect the speed of projectiles or animations.
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  • ...This overrides the global [[TargetDistanceCoefficientDefault]] defined in General section. See [[TargetDistanceCoefficientDefault]] for details.
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  • |types={{Categ|General}} ...ve number of -1, the range covers the entire map except few cells short of the map size.
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  • |types={{Categ|General}} ...ngine but has no code tied to it. Tiberium/ore growth is now controlled by the {{f|Growth|link}} flag of each [[Tiberiums|Tiberium/ore type]].
    506 bytes (86 words) - 12:12, 8 February 2020
  • ...sed to purely visual [[SmudgeTypes|smudges]]. Deformation is controlled by the following flags: *[[DeformThreshhold]] - damage dealt by warheads of the same type must exceed this threshold in order to deform ground.
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  • |types={{Categ|General}} Presumably, this flag would have defined the [[InfantryType|infantry]] that parachutes from an [[AircraftType|aircraft]]
    467 bytes (73 words) - 00:58, 7 December 2019
  • |types={{Categ|General}} Presumably, this flag would have defined the [[InfantryType|infantry]] that parachutes from an [[AircraftType|aircraft]]
    518 bytes (81 words) - 16:03, 21 May 2022
  • |types={{Categ|General}} ...icts no damage but instead reveals the map for this number of cells around the 'target'. This is a useful way to make a 'spy plane' type weapon.
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  • ...is was specified by the [[CameraRange]] in the [[General]] section, in RA the reveal range is hardcoded.
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  • |types={{Categ|General}} According to the {{ini|rules}} comment, this flag would've defined the speed fluctuation percentage of guided missiles ([[projectiles]] with [[ROT
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  • |types={{Categ|General}} According to the {{ini|rules}} comment, this flag would've defined the rate of turn fluctuation percentage of guided missiles ([[projectiles]] wit
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  • ...of file extensions, all map files are in fact plain [[INI]] files (except the .BIN files in {{td}}). ...ave the same file name. The former contains only terrain information while the latter includes [[Basic]] settings, [[TechnoTypes]], [[TerrainTypes]], [[Ov
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  • |types={{Categ|General}}, {{Categ|MultiplayerDefaults}} ...re chunk grows in size and value. The rate of growth is determined by {{sl|General|GrowthRate}}.
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  • In this section of [[Rules|rules.ini]], the game's skirmish and LAN default settings, as well as minima and maxima for *[[MultiplayerDialogSettings]] – for the {{ra2}}/{{yr}} equivalent
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  • |types={{Categ|General}} ...Together with the unit's {{f|ROT|link}} setting, it also affects how fast the unit rotates as it begins to burrow. Higher values indicate faster speed.
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  • ...section of {{ini|rules}} controls the movement and behavior of units with the levitate [[Locomotor#Available_Locomotor_CLSIDs|locomotor]]. .... You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed in
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  • |types={{Categ|General}} ...Actions|script]]. The time is expressed in seconds of system time, meaning the bubble will last exactly this many seconds regardless of your game speed se
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  • |types={{Categ|General}} ...sible in steps of increasing/decreasing translucency. This flag determines the number of those steps.
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  • |types={{Categ|General}} Specifies the delay, in minutes (per 900 [[frames]]), that all cloaked objects (submarine
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  • ** Certain weapons such as [[IsSonic|sonic weapons]] cannot harm the veinhole monster * Enables any attached [[IsVeins|veins]] to grow as specified by {{sl|General|VeinholeGrowthRate}}.
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  • ...ower values, and using lower numbers can result in units appearing through the animation. Does not change the actual position of the animation.
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  • |types={{Categ|General}} Specifies the rate at which [[Harvester|Harvesters/Ore Miners]] scoop up Tiberium/Ore.
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  • |types={{Categ|General}} Specifies the time, in minutes (900 [[frames]]), it takes for a [[Harvester|Harvester/Ore
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  • |types={{Categ|General}} ...on it. Moving onto an already cracked ice will cause the ice to break and the unit to sink through and disappear.
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  • |types={{Categ|General}} Controls the bonus multiplier to [[TechnoTypes|building and unit]] production speed when
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  • |types={{Categ|General}} ...}}, {{tt|2000}}, is more than all the height levels combined, meaning that the logic is effectively disabled.
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  • |types={{Categ|General}} ...}}, {{tt|2000}}, is more than all the height levels combined, meaning that the logic is effectively disabled.
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  • |types={{Categ|General}} ...n attack mission. Effectively obsolete, as the sight range is overriden by the aircraft type's {{f|Sight|link}} value.
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  • ...(an isometric tile type rather than a structure) and can also be used for the same effect in Red Alert 2. In fact, it will be filled according to the general square of the FoundationType, rather than strictly according to which cell it occupies.
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  • ...ition, section rotation, and frame count. As its name suggests, HVA allows the voxel model to be animated when multiple frames are defined. In-game, a vox .... By manipulating these offsets, you can produce a smooth animation across the frames.
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  • |types={{Categ|General}} ...ealed by the unit as a result of it being higher up on the ground (e.g. on the edge of a cliff and looking down).
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  • |types={{Categ|General}} ...nd determines the factor of that zoom as a multiple of the current rate of the zoom.
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  • ...'' are the steps that determine what each [[script]] ''actually'' does, in the same vein as [[Actions (maps)|actions]] determine what a [[trigger]] does. The following action types are available:
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  • |types={{Categ|General}} Determines the maximum amount of commands that can be given to a unit in a waypoint planni
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  • |types={{Categ|General}} ...ng entrances, there can in fact be more than four pieces per section up to the practical limit of 99.
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  • |types={{Categ|General}} ...BuildThis]]= still applies, and as such the first powerplant is built from the AIBuildThis que
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  • |types={{Categ|General}} ...BuildThis]]= still applies, and as such the first powerplant is built from the AIBuildThis que
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  • |types={{Categ|General}}, {{Categ|Aftermath}} ...tering it will remove this amount of health from the building, relative to the building's total health.
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  • |types={{Categ|General}} ...can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purp
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  • |types={{Categ|General}} (in RA), {{Categ|AudioVisual}} (in TS to YR) ...t is damaged to this percentage of its original {{f|Strength|link}} value, the color of its health bar turns yellow.
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  • ...argets cannot be precisely predicted -- thus these serve as guidelines for the computer AI.''<br/>—[https://github.com/electronicarts/CnC_Remastered_Col ...d by the above comment in the game's source code, they are used to specify general target categories for AI [[teams]] and [[SpecialWeapons|special weapons]] (
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  • ...p consists of pixels/[[VXL|voxels]] that use the color indices 16 to 31 on the unit [[palette]] ({{tt|unittem.pal}}, {{tt|unitsnow.pal}}, etc.). [[Category:General Editing Information]]
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  • |types={{Categ|General}} ...orm, which must also be listed in the [Warheads] section and be defined in the same way all other warheads are.
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  • |types={{Categ|General}} ...al velocity to which Drop Pods accelerate (or decelerate) as they descend. The initial speed of Drop Pods is hardcoded.
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  • ...rous, recurring in-game event in {{ts}} and {{fs}} where certain units and the radar are disabled and devastating lightning bolts can strike anywhere, any ...d [[jumpjet]] units are unable to take off. Aircraft that are in flight as the storm hits will crash, jumpjet units will simply explode.
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