<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://modenc.renegadeprojects.com/api.php?action=feedcontributions&amp;user=Marshall&amp;feedformat=atom</id>
	<title>ModEnc - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modenc.renegadeprojects.com/api.php?action=feedcontributions&amp;user=Marshall&amp;feedformat=atom"/>
	<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/Special:Contributions/Marshall"/>
	<updated>2026-06-10T23:36:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=Talk:PrismSupportBeam&amp;diff=17804</id>
		<title>Talk:PrismSupportBeam</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=Talk:PrismSupportBeam&amp;diff=17804"/>
		<updated>2010-08-04T21:46:53Z</updated>

		<summary type="html">&lt;p&gt;Marshall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To test (I&#039;ll do as far as possible on my own):&lt;br /&gt;
-Is this logic only working on structure?&lt;br /&gt;
-Is it possible to modify the look of the SupportBeam?&lt;br /&gt;
-I it possible to give the attacking structure a weapon which differs toally from the support beam weapon (e.g. a machine gun supported by a laser beam)?&lt;br /&gt;
&lt;br /&gt;
//Edit: This article was written by me. Why do I always log off???&lt;br /&gt;
&lt;br /&gt;
--[[User:Gordon-creAtive|Gordon-creAtive]] 10:41, 6 August 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::I believe the Prism support beam&#039;s look can be modified by changing the [PrismSupport] weapon entry. Though I believe the LaserDuration entry would be overwritten by PrismSupportDuration.&lt;br /&gt;
:::~ [[User:Nighthawk200|Nighthawk]] 20:46, 6 August 2007 (CEST) ~&lt;br /&gt;
&lt;br /&gt;
::::I modified the [PrismSupport] weapon tags but it didn&#039;t change anything. But maybe there are other ways to modify this. I tried to make the tesla coil support other coils, but it looks quite strange now, a laserbeam which finally becames a electric bolt --[[User:Gordon-creAtive|Gordon-creAtive]] 16:10, 7 August 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::::What exactly do you mean by that, something like both a laser and electric bolt firing at once, or an electric bolt that looks like a laser? There was an effect originally planned for the electric bolt drawing system using lasers (see the EiffelBolt weapon entry), but that was apparantly removed according to the comments.&lt;br /&gt;
::::::~ [[User:Nighthawk200|Nighthawk]] 01:34, 8 August 2007 (CEST) ~&lt;br /&gt;
&lt;br /&gt;
:::::::I totally removed the Prism-Towers and made the Tesla Coils supporting each other. Now the supporting tesla coils fire a laser beam, the attacking tesla coils fires an electric bolt. I found no way to modify the laser beam between the tesla coils. --[[User:84.163.235.164|84.163.235.164]] 12:56, 8 August 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
This is because the original game only references the Range property of a Prism Tower&#039;s Secondary weapon, nothing more. Ares 0.2 should include *some* customizability of the support beam. //[[User:Marshall|Marshall]] 21:46, 4 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17711</id>
		<title>Parasite</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17711"/>
		<updated>2010-02-17T18:48:43Z</updated>

		<summary type="html">&lt;p&gt;Marshall: ref&amp;#039;d wrong unit, sorry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Warheads}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies whether or not the firer themselves will physically enter the target on warhead impact, to cause its effects from within. This effect is used on the Terror Drone in conjunction with {{f|LimboLaunch|yes|link}} (&amp;quot;become the bullet&amp;quot;) to give the appearance of the Drone jumping inside a vehicle and dismantling it from the inside.&lt;br /&gt;
&lt;br /&gt;
Parasites are, of course, protected whilst they are inside a target as they cannot be hit by conventional weapons (their &#039;host&#039; is hit instead). However, {{f|Sonic|yes|link}} weapons will evict a parasite from its target.&lt;br /&gt;
Repair Depots and Repair IFVs will instantly eliminate any parasite contained within the vehicle being repaired.&lt;br /&gt;
&lt;br /&gt;
Setting {{f|Parasite|yes}} will make the infested target rock and produce sparks, even if {{f|Rocker|no|link}} is set (however if you set {{f|Rocker|yes}} then the weapon damage will be dealt with each rock of the target rather than over time).&lt;br /&gt;
&lt;br /&gt;
If the parasite destroys the target then it will emerge, unscathed, however if the target is destroyed by another weapon whilst the parasite is inside then the parasite will be destroyed as well (so it may be in the interest of the target&#039;s owner to destroy the target themselves if they cannot get it repaired in time, to avoid the parasite infesting further units).&lt;br /&gt;
&lt;br /&gt;
Units with {{f|Parasiteable|no|link}} set cannot be targetted by warheads with {{f|Parasite|yes}} set.&lt;br /&gt;
&lt;br /&gt;
Friendly units cannot be attacked by parasites (even using force-fire) unless the warhead also has {{f|AffectsAllies|yes|link}} set.&lt;br /&gt;
&lt;br /&gt;
Warheads that also have {{f|MindControl|yes|link}} set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target.&lt;br /&gt;
As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*If a friendly unit is mind-controlled (e.g. Yuri Clone) and then you infest it with a parasite (e.g. Terror Drone), but then kill the enemy that is mind-controlling your unit, your unit will revert back to your ownership but the parasite will remain inside and continue to damage it.&lt;br /&gt;
*If a parasite destroys an airborne unit then the parasite will appear, unscathed, on the ground beneath the destroyed airborne unit.&lt;br /&gt;
*There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in {{Ares}} by using {{f|MindControl.Permanent|yes}}.&lt;br /&gt;
*Limbo&#039;d MC-parasites never return from limbo but stay loaded in the game&#039;s memory until the game ends. This does not affect the defeat conditions for the game, but memory will be leaked.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[LimboLaunch]]&lt;br /&gt;
*[[SuppressionThreshold]]&lt;br /&gt;
*[[MindControl]]&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17710</id>
		<title>Parasite</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17710"/>
		<updated>2010-02-17T18:32:18Z</updated>

		<summary type="html">&lt;p&gt;Marshall: mc/accidental parasite your own units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Warheads}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies whether or not the firer themselves will physically enter the target on warhead impact, to cause its effects from within. This effect is used on the Terror Drone in conjunction with {{f|LimboLaunch|yes|link}} (&amp;quot;become the bullet&amp;quot;) to give the appearance of the Drone jumping inside a vehicle and dismantling it from the inside.&lt;br /&gt;
&lt;br /&gt;
Parasites are, of course, protected whilst they are inside a target as they cannot be hit by conventional weapons (their &#039;host&#039; is hit instead). However, {{f|Sonic|yes|link}} weapons will evict a parasite from its target.&lt;br /&gt;
Repair Depots and Repair IFVs will instantly eliminate any parasite contained within the vehicle being repaired.&lt;br /&gt;
&lt;br /&gt;
Setting {{f|Parasite|yes}} will make the infested target rock and produce sparks, even if {{f|Rocker|no|link}} is set (however if you set {{f|Rocker|yes}} then the weapon damage will be dealt with each rock of the target rather than over time).&lt;br /&gt;
&lt;br /&gt;
If the parasite destroys the target then it will emerge, unscathed, however if the target is destroyed by another weapon whilst the parasite is inside then the parasite will be destroyed as well (so it may be in the interest of the target&#039;s owner to destroy the target themselves if they cannot get it repaired in time, to avoid the parasite infesting further units).&lt;br /&gt;
&lt;br /&gt;
Units with {{f|Parasiteable|no|link}} set cannot be targetted by warheads with {{f|Parasite|yes}} set.&lt;br /&gt;
&lt;br /&gt;
Friendly units cannot be attacked by parasites (even using force-fire) unless the warhead also has {{f|AffectsAllies|yes|link}} set.&lt;br /&gt;
&lt;br /&gt;
Warheads that also have {{f|MindControl|yes|link}} set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target.&lt;br /&gt;
As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*If a friendly unit is mind-controlled (e.g. Yuri Clone) and then you infest it with a parasite (e.g. Terror Drone), but then kill the enemy that is mind-controlling your unit, your unit will revert back to your ownership but the parasite will remain inside and continue to damage it.&lt;br /&gt;
*If a parasite destroys an airborne unit then the parasite will appear, unscathed, on the ground beneath the parasite.&lt;br /&gt;
*There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in {{Ares}} by using {{f|MindControl.Permanent|yes}}.&lt;br /&gt;
*Limbo&#039;d MC-parasites never return from limbo but stay loaded in the game&#039;s memory until the game ends. This does not affect the defeat conditions for the game, but memory will be leaked.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[LimboLaunch]]&lt;br /&gt;
*[[SuppressionThreshold]]&lt;br /&gt;
*[[MindControl]]&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17709</id>
		<title>Parasite</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17709"/>
		<updated>2010-02-16T22:29:44Z</updated>

		<summary type="html">&lt;p&gt;Marshall: note on memory leak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Warheads}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies whether or not the firer themselves will physically enter the target on warhead impact, to cause its effects from within. This effect is used on the Terror Drone in conjunction with {{f|LimboLaunch|yes|link}} (&amp;quot;become the bullet&amp;quot;) to give the appearance of the Drone jumping inside a vehicle and dismantling it from the inside.&lt;br /&gt;
&lt;br /&gt;
Parasites are, of course, protected whilst they are inside a target as they cannot be hit by conventional weapons (their &#039;host&#039; is hit instead). However, {{f|Sonic|yes|link}} weapons will evict a parasite from its target.&lt;br /&gt;
Repair Depots and Repair IFVs will instantly eliminate any parasite contained within the vehicle being repaired.&lt;br /&gt;
&lt;br /&gt;
Setting {{f|Parasite|yes}} will make the infested target rock and produce sparks, even if {{f|Rocker|no|link}} is set (however if you set {{f|Rocker|yes}} then the weapon damage will be dealt with each rock of the target rather than over time).&lt;br /&gt;
&lt;br /&gt;
If the parasite destroys the target then it will emerge, unscathed, however if the target is destroyed by another weapon whilst the parasite is inside then the parasite will be destroyed as well (so it may be in the interest of the target&#039;s owner to destroy the target themselves if they cannot get it repaired in time, to avoid the parasite infesting further units).&lt;br /&gt;
&lt;br /&gt;
Units with {{f|Parasiteable|no|link}} set cannot be targetted by warheads with {{f|Parasite|yes}} set.&lt;br /&gt;
&lt;br /&gt;
Friendly units cannot be attacked by parasites (even using force-fire) unless the warhead also has {{f|AffectsAllies|yes|link}} set.&lt;br /&gt;
&lt;br /&gt;
Warheads that also have {{f|MindControl|yes|link}} set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target.&lt;br /&gt;
As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*If a parasite destroys an airborne unit then the parasite will appear, unscathed, on the ground beneath the parasite.&lt;br /&gt;
*There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in {{Ares}} by using {{f|MindControl.Permanent|yes}}.&lt;br /&gt;
*Limbo&#039;d MC-parasites never return from limbo but stay loaded in the game&#039;s memory until the game ends. This does not affect the defeat conditions for the game, but memory will be leaked.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[LimboLaunch]]&lt;br /&gt;
*[[SuppressionThreshold]]&lt;br /&gt;
*[[MindControl]]&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17706</id>
		<title>Parasite</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=Parasite&amp;diff=17706"/>
		<updated>2010-02-15T22:07:15Z</updated>

		<summary type="html">&lt;p&gt;Marshall: un-deezire-ified and fleshed out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Warheads}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies whether or not the firer themselves will physically enter the target on warhead impact, to cause its effects from within. This effect is used on the Terror Drone in conjunction with {{f|LimboLaunch|yes|link}} (&amp;quot;become the bullet&amp;quot;) to give the appearance of the Drone jumping inside a vehicle and dismantling it from the inside.&lt;br /&gt;
&lt;br /&gt;
Parasites are, of course, protected whilst they are inside a target as they cannot be hit by conventional weapons (their &#039;host&#039; is hit instead). However, {{f|Sonic|yes|link}} weapons will evict a parasite from its target.&lt;br /&gt;
Repair Depots and Repair IFVs will instantly eliminate any parasite contained within the vehicle being repaired.&lt;br /&gt;
&lt;br /&gt;
Setting {{f|Parasite|yes}} will make the infested target rock and produce sparks, even if {{f|Rocker|no|link}} is set (however if you set {{f|Rocker|yes}} then the weapon damage will be dealt with each rock of the target rather than over time).&lt;br /&gt;
&lt;br /&gt;
If the parasite destroys the target then it will emerge, unscathed, however if the target is destroyed by another weapon whilst the parasite is inside then the parasite will be destroyed as well (so it may be in the interest of the target&#039;s owner to destroy the target themselves if they cannot get it repaired in time, to avoid the parasite infesting further units).&lt;br /&gt;
&lt;br /&gt;
Units with {{f|Parasiteable|no|link}} set cannot be targetted by warheads with {{f|Parasite|yes}} set.&lt;br /&gt;
&lt;br /&gt;
Friendly units cannot be attacked by parasites (even using force-fire) unless the warhead also has {{f|AffectsAllies|yes|link}} set.&lt;br /&gt;
&lt;br /&gt;
Warheads that also have {{f|MindControl|yes|link}} set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target.&lt;br /&gt;
As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*If a parasite destroys an airborne unit then the parasite will appear, unscathed, on the ground beneath the parasite.&lt;br /&gt;
*There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in {{Ares}} by using {{f|MindControl.Permanent|yes}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[LimboLaunch]]&lt;br /&gt;
*[[SuppressionThreshold]]&lt;br /&gt;
*[[MindControl]]&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=CanPassiveAquire&amp;diff=17653</id>
		<title>CanPassiveAquire</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=CanPassiveAquire&amp;diff=17653"/>
		<updated>2010-01-04T22:44:37Z</updated>

		<summary type="html">&lt;p&gt;Marshall: Re-worded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|types={{Categ|TechnoTypes}}&lt;br /&gt;
|default=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 whether or not this object may acquire targets (within range) and attack them automatically, without being ordered to do so. {{f|CanPassiveAquire|no}} does not prevent the object from retaliating automatically, however.&lt;br /&gt;
&lt;br /&gt;
Note Westwood&#039;s misspelling of &amp;quot;Acquire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[CanRetaliate]]&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=Deployer&amp;diff=17608</id>
		<title>Deployer</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=Deployer&amp;diff=17608"/>
		<updated>2009-12-23T16:16:33Z</updated>

		<summary type="html">&lt;p&gt;Marshall: Reworded and added some &amp;#039;see also&amp;#039; links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{categ|ini=rules}}&lt;br /&gt;
|types={{categ|InfantryTypes}}&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|default=no&lt;br /&gt;
}}&lt;br /&gt;
Specifies whether or not this [[InfantryType]] can deploy.&lt;br /&gt;
&lt;br /&gt;
The infantry [[Sequence]] used by this [[InfantryType]] should specify the [[SHP]] file frames to use for its various deploy animations.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[DeployFire]]&lt;br /&gt;
*[[DeploySound]]&lt;br /&gt;
*[[UndeploySound]]&lt;br /&gt;
*[[UndeployDelay]]&lt;br /&gt;
*[[DeployedCrushable]]&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=PsiWarning&amp;diff=16609</id>
		<title>PsiWarning</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=PsiWarning&amp;diff=16609"/>
		<updated>2009-06-25T07:14:45Z</updated>

		<summary type="html">&lt;p&gt;Marshall: missing comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{categ|ini=art}}&lt;br /&gt;
|types={{categ|Animations}}&lt;br /&gt;
|values={{values|booleans}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|default=no&lt;br /&gt;
}}&lt;br /&gt;
Specifies whether or not this animation flickers based on the state of nearby Psychic Sensors - you&#039;ll be able to see this animation if and only if you own at least one active structure with {{TTL|PsychicDetectionRadius}} greater than zero whose area of effect includes the animation&#039;s present location, &#039;&#039;&#039;and you are not allied to the house owning this animation&#039;&#039;&#039;{{fnl|1}}.&lt;br /&gt;
&lt;br /&gt;
Note that, like {{TTL|HideIfNoOre|yes}}, this just makes the animation invisible, it doesn&#039;t prevent it from &amp;quot;existing&amp;quot; on the map and spawning its attached particle systems or other effects. Unlike {{tt|HideIfNoOre}}, this type of animation can be visible to one player and invisible to another at the same time and not cause a [[Reconnection Error]]. &lt;br /&gt;
&lt;br /&gt;
{{fn|1|The only stock animation with this flag set is invoked by the engine in the target cell of a SuperWeapon with {{TTL|Type|Nuke}}. In this situation, the animation is owned by the house firing the SuperWeapon, and you don&#039;t really need to see an indicator that you launched a Nuclear Missile &#039;&#039;there&#039;&#039;, your enemies do. That&#039;s one possible rationalization, at least.}}&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=PsiWarning&amp;diff=16607</id>
		<title>PsiWarning</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=PsiWarning&amp;diff=16607"/>
		<updated>2009-06-23T06:58:22Z</updated>

		<summary type="html">&lt;p&gt;Marshall: Applying occam&amp;#039;s razor. Note: this article could do with being expanded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{categ|ini=art}}&lt;br /&gt;
|types={{categ|Animations}}&lt;br /&gt;
|values={{values|booleans}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|default=no&lt;br /&gt;
}}&lt;br /&gt;
Specifies whether or not this animation flickers based on the state of nearby Psychic Sensors.&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
	<entry>
		<id>https://modenc.renegadeprojects.com/index.php?title=User_talk:Marshall&amp;diff=16578</id>
		<title>User talk:Marshall</title>
		<link rel="alternate" type="text/html" href="https://modenc.renegadeprojects.com/index.php?title=User_talk:Marshall&amp;diff=16578"/>
		<updated>2009-06-03T21:11:29Z</updated>

		<summary type="html">&lt;p&gt;Marshall: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marshall</name></author>
	</entry>
</feed>