ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Search results

Jump to: navigation, search

Page title matches

  • This category is intended as a reference to all tags usable in [[Terrain Control INI files]].
    18 members (0 subcategories, 0 files) - 10:52, 19 April 2022

Page text matches

  • ...isibleInGame=yes should only be used on objects that have an effect on the terrain, but should not themselves be visible such as the lightposts. #Not all human players in the game have the same version of the YR Terrain Expansion installed.
    2 KB (291 words) - 01:25, 24 April 2018
  • *Terrain expansion needs and wants and hopes [DJBREIT] ...checks, you can use the current map editor to make the mission set certain flags for mission prograssion.//Bobingabout
    56 KB (9,877 words) - 11:45, 12 July 2008
  • **Especially Terrain-, Overlay-, SmudgeTypes *[[:Category:{{PAGENAME}} Flags]]
    1 KB (137 words) - 19:31, 7 July 2009
  • ...ttings are located. Note that the game's AI relies on more than just these flags, and, at least for some of us, only the slightest modification of them has ...f [[Owner]], [[Prerequisite]], are able to "see" through Shroud/unexplored terrain and are capable of recognizing cloaked units.
    17 KB (2,462 words) - 12:37, 25 December 2020
  • |Same as '''AmphibiousCrusher''', additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry. |When pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
    4 KB (631 words) - 07:51, 2 January 2023
  • ...fault units with different SpeedTypes are affected differently by the same terrain. See [[LandTypes]] for more information. ...f|SpeedType|Winged|link}} will always grant 100% movement ability over any terrain.
    1 KB (224 words) - 21:09, 15 August 2019
  • ..., use <tt>MovementRestrictedTo=</tt> with one of [[SpeedType#Terrain_Types|terrain types]] - Clear, Rough, Road, Water, [[Tiberium]], Rock, Beach... [[Category:INI Flags]]
    1 KB (176 words) - 14:57, 4 August 2021
  • == Applicable INI Flags == {{Applicable INI Flags}}
    35 KB (3,846 words) - 00:35, 16 August 2019
  • ...{{f|GDIBarracks|link}}, {{f|NODBarracks|link}} and {{f|YuriBarracks|link}} flags. |Terrain
    4 KB (632 words) - 11:36, 5 November 2012
  • ...d. A section with the same name also exists in [[Terrain Control INI files|terrain control files]]. == Applicable INI Flags ==
    37 KB (3,739 words) - 10:47, 19 April 2022
  • ...ows whether a defender can be crushed by an attacker, depending on how the flags {{f|Crusher|link}}, {{f|Crushable|link}}, {{f|OmniCrusher|link}} and {{f|Om '''The flags in detail:'''
    4 KB (722 words) - 10:55, 27 November 2009
  • ...Terrain Types|terrain type]] of the tile etc.), are defined by the [[Tools#Terrain editing|.tmp file]] of the tile. This list describes which terrain control file is responsible for which theatre. (See [[Theatres|here]] for a
    1 KB (213 words) - 11:18, 20 August 2006
  • ...;Determines if the warhead can damage terrain Create an airplane and give it a primary weapon with the following flags:
    9 KB (1,143 words) - 21:33, 10 July 2021
  • ...|SHP}} extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the [[Theat ...apply. Objects with {{f|Theater|yes}} will furthermore not accept most art flags such as {{f|ActiveAnim|link}} or {{f|Palette|link}}.
    1 KB (213 words) - 11:49, 24 March 2023
  • ...in {{ts}} through {{yr}}. They constitute the solid, mostly indestructible terrain upon which [[TerrainTypes|every]] [[OverlayTypes|other]] [[TechnoTypes|game Each TMP file holds one terrain piece called '''tile'''. Tiles come in various shapes, each comprised of on
    5 KB (763 words) - 08:43, 20 April 2022
  • ...number of flags and conditions governing what attacks what how in {{yr}}. Flags used link to their explanations where possible, and several community sites ...or whatever reason (more below) the [[Primary]] will ''always'' attack the terrain tiles first. The [[Secondary]] if not explicitly allowed to do so will be i
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...abandoned C&C recodes had fancy screenshots of "look at how we can render terrain" or "we can import voxels, look!". Nobody gives a shit for that. It doesn't ...it with Ares. Simply by giving them the ability to create and read new INI flags and doing simple arithmetic at specific times we'd already have given them
    17 KB (3,034 words) - 14:05, 20 November 2010
  • ...s that provide the smooth transitions between LAT and non-LAT tiles; these flags appear in the simple format of {{f|<Terrain_1>To<Terrain_2>Lat}}. An exampl
    5 KB (751 words) - 13:43, 26 August 2019
  • ...ge contains details on how the system works and also lists any related INI flags. * The way map lighting affects terrain is altered. This is visible, sometimes in rather subtle changes in map ligh
    2 KB (329 words) - 02:10, 28 August 2012
  • ...ny terrain is passability, i.e. how well units can traverse it. In {{td}}, terrain tiles were simply either passable or not. In {{ra}}, this system was expand LandTypes are essentially different types of terrain. Every terrain [[TMP|tile]] has a parameter linking it to a specific LandType.
    4 KB (593 words) - 17:29, 14 February 2024

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)