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		<title>ModEnc - User contributions [en]</title>
		<link>https://modenc.renegadeprojects.com/Special:Contributions/Carnotaurus</link>
		<description>User contributions</description>
		<language>en</language>
		<generator>MediaWiki 1.43.1</generator>
		<lastBuildDate>Wed, 10 Jun 2026 23:50:39 GMT</lastBuildDate>
		<item>
			<title>Glossary of Common Editing Terms</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=Glossary_of_Common_Editing_Terms&amp;diff=15650</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=Glossary_of_Common_Editing_Terms&amp;diff=15650</guid>
			<description>&lt;p&gt;Carnotaurus: Put in alphabetical order and added some new terms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[AI]] - Artificial Intelligence.&lt;br /&gt;
*[[Cameo]]/build icon - The image you see in the sidebar, usually with the name underneath&lt;br /&gt;
*Comment - &lt;br /&gt;
*Frame - Time measurement, at middle speed setting 15 frames=1second.&lt;br /&gt;
*HVA - A file that dictates the animation of a voxel(if any), and placement of sections All voxels are required to have one, or the game will crash.&lt;br /&gt;
*INI - Text files stored inside of the game controlling various data.&lt;br /&gt;
*Section - The part of the INI file describing a certain unit or object. Starts with a [NAME], followe by list of Tag=Value form data.&lt;br /&gt;
*SHP - A 2-D object used by the game. Can be an animation, cameo, unit(walker or infantry), or building.&lt;br /&gt;
*Unit - Any object ingame. Soldiers, vehicles, aircraft, and vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(original version by DCoder)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellaneous]]&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;/div&gt;</description>
			<pubDate>Mon, 16 Jun 2008 23:07:03 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:Glossary_of_Common_Editing_Terms</comments>
		</item>
		<item>
			<title>NODBarracks</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=NODBarracks&amp;diff=14849</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=NODBarracks&amp;diff=14849</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=NODBarracks&lt;br /&gt;
|values=Yes, no&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{categ|Buildings}}&lt;br /&gt;
|games&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039;. Determines whether the building the tag is assigned to is a Nod (Soviet) barracks. This does NOT affect whether infantry are produced here. Seems to be used for AI purposes only.&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 17:23:30 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:NODBarracks</comments>
		</item>
		<item>
			<title>LightningSounds</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=LightningSounds&amp;diff=14848</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=LightningSounds&amp;diff=14848</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=LightningSounds&lt;br /&gt;
|values=Any sound defined in Sound(01/md).ini&lt;br /&gt;
|default=XXXX (Dummy)&lt;br /&gt;
|types=&lt;br /&gt;
|games&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies what sound(s) should be played when a lightning bolt is drawn during an ion(weather) storm. Commented out in Tiberian Sun because it was deemed &#039;too annoying&#039;, but works in Red Alert 2 and Yuri&#039;s Revenge for the weather controller.&lt;br /&gt;
&lt;br /&gt;
Can use any sound defined in Sound(01/md).ini&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 17:13:31 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:LightningSounds</comments>
		</item>
		<item>
			<title>DigSound</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=DigSound&amp;diff=14847</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=DigSound&amp;diff=14847</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=DigSound&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Sound file defined in Sound(md).ini&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini.&lt;br /&gt;
&lt;br /&gt;
In Red Alert 2 and Yuri&#039;s Revenge, however, this logic was broken for the nuclear missile siren. This is a simple issue if you&#039;re re-adding subterranean units to Red Alert 2. Assign the sound as dummy, and assign the sounds of your choice to the burrowing animations in Art(md).ini. Any sound in the Sound(md).ini can be assigned.&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 17:05:50 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:DigSound</comments>
		</item>
		<item>
			<title>DigSound</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=DigSound&amp;diff=14846</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=DigSound&amp;diff=14846</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=DigSound&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Sound file defined in Sound(md).ini&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini.&lt;br /&gt;
&lt;br /&gt;
In Red Alert 2 and Yuri&#039;s Revenge, however, this logic was broken for the Nuclear Missile siren. This is a simple issue if you&#039;re re-adding subterranean units to Red Alert 2. Assign the sound as dummy, and assign the sounds of your choice to the burrowing animations in Art(md).ini. Any sound in the Sound(md).ini can be assigned.&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 17:05:34 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:DigSound</comments>
		</item>
		<item>
			<title>Cyborg</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=Cyborg&amp;diff=14844</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=Cyborg&amp;diff=14844</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{Cyborg}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=yes, no&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|InfantryTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Can be set to &#039;yes or no&#039;. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Bezerk. However, BezerkAllowed= in [general] must be set to yes for the latter to take effect.&lt;br /&gt;
&lt;br /&gt;
The Bezerk ability seems to have no effect in Red Alert 2 and Yuri&#039;s Revenge through BezerkAllowed=, however, through AI Scripting, this can be re-enabled (see AI.INI guide for more information)&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 16:52:33 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:Cyborg</comments>
		</item>
		<item>
			<title>CurleyShuffle</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=CurleyShuffle&amp;diff=14842</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=CurleyShuffle&amp;diff=14842</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{CurleyShuffle}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Yes, No&lt;br /&gt;
|default=yes&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039;, and determines if helicopters will move in between shots at a target. If set to &#039;no&#039;, the helicopters will hover over their target untill they have used all of their ammo, or kill it. Named after American comedian Jerome &#039;Curly&#039; Howard, one of the Three Stooges.&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 16:48:01 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:CurleyShuffle</comments>
		</item>
		<item>
			<title>AssaultAnim</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=AssaultAnim&amp;diff=14839</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=AssaultAnim&amp;diff=14839</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Animation name&lt;br /&gt;
|types={{Categ|Weapon}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Attached to the Primary= of an Assaulter infantry, and points to the animation that should be played when the infantry &#039;assaults&#039; its target.&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 16:40:27 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:AssaultAnim</comments>
		</item>
		<item>
			<title>AssaultAnim</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=AssaultAnim&amp;diff=14838</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=AssaultAnim&amp;diff=14838</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Animation name&lt;br /&gt;
|special=&amp;amp;nbsp;-1 (see [[#Special Values|below]])&lt;br /&gt;
|default=&amp;amp;nbsp;-1&lt;br /&gt;
|types={{Categ|Weapon}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Attached to the Primary= of an Assaulter infantry, and points to the animation that should be played when the infantry &#039;assaults&#039; its target.&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 16:39:44 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:AssaultAnim</comments>
		</item>
		<item>
			<title>Assaulter</title>
			<link>https://modenc.renegadeprojects.com/index.php?title=Assaulter&amp;diff=14836</link>
			<guid isPermaLink="false">https://modenc.renegadeprojects.com/index.php?title=Assaulter&amp;diff=14836</guid>
			<description>&lt;p&gt;Carnotaurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=yes, no&lt;br /&gt;
|special=&amp;amp;nbsp;-1 (see [[#Special Values|below]])&lt;br /&gt;
|default=&amp;amp;nbsp;-1&lt;br /&gt;
|types={{Categ|InfantryTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Can either be set to yes or no. This tag determines wether the infantrytype it it is assigned to can enter garrisoned structures and clear the building of its occupants. The InfantryType will use its primary weapon to clear the building, and can be assigned to play a specific animation when assaulting, through the AssaultAnim= tag. &lt;br /&gt;
&lt;br /&gt;
This tag is unused in Red Alert 2 and Yuri&#039;s Revenge. It was originally assigned to the Soviet Tesla Trooper and the allied Navy SEAL, however. &lt;br /&gt;
&lt;br /&gt;
A unit cannot be an Assaulter, or an Agent, or an Engineer. Pick your assaulter carefully!&lt;/div&gt;</description>
			<pubDate>Sat, 19 Apr 2008 16:30:44 GMT</pubDate>
			<dc:creator>Carnotaurus</dc:creator>
			<comments>https://modenc.renegadeprojects.com/Talk:Assaulter</comments>
		</item>
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