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27 April 2026

  • 15:2615:26, 27 April 2026 Weapon0 (hist | edit) [526 bytes] DeathFish (talk | contribs) (Created page with "Since the game actually uses 0-based indexing, sometimes people might mention this concept. For INI editors, the weapon specified by {{f|Weapon1|link}} or {{f|Primary|link}} is the unit's weapon number 0. When communicating in this way, it is necessary to ensure that both parties use either 0-based indexing or 1-based indexing to avoid misunderstandings. For cases where various forces specify a specific weapon index, such as {{f|NoAmmoWeapon|link}} and {{f|DeployFireWea...")

17 April 2026

  • 12:0212:02, 17 April 2026 Infantry Animation Sequences (hist | edit) [5,240 bytes] Crimsonum (talk | contribs) (Created page with "Infantry animation sequences are well explained in the game files, so let us simply quote what's written in {{ini|art}}: <blockquote> Infantry animations are grouped within a single art file. Unlike units, infantry animation layout is completely arbitrary and must be explicitly specified. Each infantry format file will be identified with one of these animation sequences. The first number is the starting frame number. The second number is the number of frames of...")

8 April 2026

  • 16:2016:20, 8 April 2026 DisableWeapons.Duration (hist | edit) [708 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name=DisableWeapons.Duration |files={{Categ|ini=rules}} |types={{Categ|Warhead}} |values={{values|integers}} |default=0 |extver=<i>0.E+</i>. |ares=yes |aresflag=yes }} If positive, the target hit by this warhead will be unable to fire for this amount of frames. == Notes == It will still be able to reload, target a victim and even passively acquire new targets, and death weapons will still be set off when the target is killed or destroyed. Also note that special...")

23 February 2026

5 February 2026

  • 15:0415:04, 5 February 2026 Multi Weapon Hack (hist | edit) [9,045 bytes] Blackgamerz (talk | contribs) (Created page with "This guide requires: # rules(md).ini, art(md).ini # Engine extensions: Ares (optional) Credit to BaRaka for discovering this. <br> <br>PPM link: [https://ppmforums.com/topic-38086/three-or-more-weapons-for-a-unit| Three (or more) weapons for a Unit] ===Step 1: Setting Up=== Here is the instruction on how the modders can give more than just two weapons to any vehicle in Yuri's Revenge, using {{ f | IsGattling| yes | link }} You can give six different AG weapons AND six...")
  • 14:4814:48, 5 February 2026 Jumpjet construction on dedicated AircraftType structures (hist | edit) [5,656 bytes] Blackgamerz (talk | contribs) (Created page with "This guide requires: # rule(md).ini # Engine extensions: Ares (Must have), Phobos (Optional) PPM link: How to Build Jumpjet Vehicle from Airfield Credit to cxtian39 for discovering this. ==How Jumpjets can be constructed inside a Airfields== In Vanilla RA2 and YR, production structures can only construct units on their dedicated factories. InfantryTypes from Barracks, Vehicle (And Jumpj...")
  • 13:3513:35, 5 February 2026 Repair ring mechanic (hist | edit) [2,039 bytes] Blackgamerz (talk | contribs) (Created page with "{{Guideheader |yr=yes }} <br> This guide requires: # rules(md).ini, art(md).ini # Engine extensions: Ares (Must have), Phobos (optional) Credit to M.Kenosis for discovering this. ===Note=== This is both possible with Ares and Phobos AttachEffects. However for documenting tutorial purposes, Ares AE is used. You should also get assets in the following link to experiment. PPM link: YR (Ares) Repair Ring by M.Kenosis...")
  • 10:5510:55, 5 February 2026 Technology Reservation mechanic (hist | edit) [5,268 bytes] Blackgamerz (talk | contribs) (Created page with "This guide requires: # rules(md).ini, art(md).ini # Engine extensions: Ares(Must have), Phobos(Optional) Credit to cxtian39 for discovering this. ===How Red Alert 3 Empire player tech up style can be executed in Red Alert 2=== In Red Alert 3, Empire players unlock their techs at their production facilities. For instant, you purchase Upgrade (Tier 2) at Instant Dojo to unlock Shinobi and Breakthrough (Tier 3) to unlock Rocket Angel and Yuriko Omega. If that Doj...")
  • 01:3701:37, 5 February 2026 UnderWater (hist | edit) [1,207 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name=Underwater |files={{Categ|ini=rules}} |values={{Values|boolean}} |default=no |types={{Categ|Technos}} |ra=yes |cs=yes |am=yes }} Define whether this is an underwater object. == Notes == Such projectiles have the following special handling: # It uses the fading shade effect instead of the normal unit shadow effect. # It always uses the Surface layer. # Centered on the center of the cell it is in, if there is a unit that is not the firer within a distance of...")

4 February 2026

  • 23:2323:23, 4 February 2026 AirRate (hist | edit) [417 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name=AirRate |files={{Categ|ini=rules}} |values={{Values|integer}} |default=0 |types={{Categ|Technos}} |extver=<i>0.6+</i>. |ares=yes |aresflag=yes }} If higher than 0, defines after how many frames the unit’s animation is to be advanced to the next frame when the unit is in air. == Notes == {{f|AirRate}} takes precedence over {{f|WalkRate|link}} and {{f|IdleRate|link}}. {{tt|0}} disables {{f|AirRate}}.")