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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
- 16:3516:35, 23 February 2026 StartDeathFrame (hist | edit) [345 bytes] BuFan (talk | contribs) (Content supplement.)
- 16:3116:31, 23 February 2026 DeathFrames (hist | edit) [490 bytes] BuFan (talk | contribs) (Content supplement.)
- 16:3116:31, 23 February 2026 MaxDeathCounter (hist | edit) [640 bytes] BuFan (talk | contribs) (Content supplement.)
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}}.")
3 February 2026
- 23:3923:39, 3 February 2026 Veterancy (hist | edit) [3,223 bytes] DeathFish (talk | contribs) (by G-E 01:15, 10 April 2025)
- 23:2723:27, 3 February 2026 Generic Prerequisites (hist | edit) [1,697 bytes] DeathFish (talk | contribs) (by G-E 10:09, 13 April 2025)
- 22:1822:18, 3 February 2026 SpecialAnimTwo (hist | edit) [562 bytes] DeathFish (talk | contribs) (by Crimsonum 08:25, 26 April 2025)
- 22:1722:17, 3 February 2026 SpecialAnimThree (hist | edit) [574 bytes] DeathFish (talk | contribs) (by Crimsonum 08:27, 26 April 2025)
- 22:1522:15, 3 February 2026 SpecialAnimFour (hist | edit) [431 bytes] DeathFish (talk | contribs) (by Crimsonum 08:28, 26 April 2025)
- 22:1322:13, 3 February 2026 SpecialAnimFourDamaged (hist | edit) [454 bytes] DeathFish (talk | contribs) (by Crimsonum)
- 22:1022:10, 3 February 2026 SiloDamage (hist | edit) [604 bytes] DeathFish (talk | contribs) (by Crimsonum)
- 05:4405:44, 3 February 2026 Image/On Animations and other objects in art(md).ini (hist | edit) [1,633 bytes] DeathFish (talk | contribs) (Created page with "<includeonly> = On Animations and other objects in {{ini|art}}= </includeonly> {{Flag |files={{Categ|ini=art}} |values={{values|Strings|main file name}} |default=same as section name |types={{Categ|BuildingTypes}}, {{Categ|Animations}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Define which string is used as the main name of the resource file for this art section. == Notes == Since vanilla does not support the logic used by art sections for vehicles and...")
- 05:4305:43, 3 February 2026 Image/On Tiberiums (hist | edit) [1,122 bytes] DeathFish (talk | contribs) (Created page with "<includeonly> = On Tiberiums= </includeonly> {{Flag |files={{Categ|ini=rules}} |values={{values|unsigned integers}} |default=? |types={{Categ|Tiberiums}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Depending on the value given (1 to 4), the game will use a certain index in the OverlayTypes array, plus the following 11 entries in {{ra2}}/{{yr}} whereas {{ts}} uses either the following 11 or 19 entries. For internal OverlayType index and vanilla {{ini|rules}...")
- 05:4205:42, 3 February 2026 Image/On most objects in rules(md).ini (hist | edit) [5,032 bytes] DeathFish (talk | contribs) (Created page with "<includeonly> = On most objects in {{ini|rules}}= </includeonly> {{Flag |name=Image |files={{Categ|ini=rules}} |values={{values|Strings|{{ini|art}} sections}} |default=same as section name |types={{Categ|Objects}} |ra=yes |cs=yes |am=yes |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Defines the art section name used by the object, and the latter controls many display-related definitions such as the specific resource files to read and firing coordinates. == In {...")
- 04:5904:59, 3 February 2026 WaterVoxel (hist | edit) [708 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name=WaterVoxel |files={{Categ|ini=rules}} |values={{Values|boolean}} |default= (empty) |extver=<i>0.1 Only</i> |types={{Categ|VehicleTypes}} |ares=yes |aresflag=yes }} Define whether this vehicle using Voxel resources will switch to another image in water. == Notes == Simply filling in a value will set the <code>WaterAlt</code> variable to true, at which point whenever the vehicle enters water, it will switch from the {{tt|.vxl}} and {{tt|.hva}} files of {{tt|...")
30 January 2026
- 18:1118:11, 30 January 2026 Range/On Sounds (hist | edit) [858 bytes] DeathFish (talk | contribs) (Created page with "<includeonly> = On Sounds = </includeonly> {{flag |name=Range |files={{Categ|ini=sound}} |values={{Values|integer}} |default={{s|Defaults}}{{Arr|r}}{{f|Range}}{{tt|{{=}}}} |types={{Categ|SoundList|VocTypes}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Some sounds should be heard by players regardless of their current screen position ("Kirov reporting", for example), while other sounds should only be heard within a certain radius from their point of origin (Mac...")
- 18:1018:10, 30 January 2026 Range/On SuperWeaponTypes (hist | edit) [1,478 bytes] DeathFish (talk | contribs) (Created page with "<includeonly> = On SuperWeaponTypes = </includeonly> {{flag |name=Range |files={{Categ|ini=rules}} |values={{Values|float}} |default=0 |types={{Categ|SuperWeaponTypes}} |yr=yes |ares=yes }} Define the radius (in cells) of the indicator ring for this super weapon. Generally, this is set to be consistent with the effective range of the super weapon. For those with a fixed {{tt|3x3}} cell range, an indicator ring with {{f|Range|3}} is used for approximation. == Notes ==...")
- 18:0918:09, 30 January 2026 Range/On Weapons (hist | edit) [3,081 bytes] DeathFish (talk | contribs) (Created page with "<includeonly> = On Weapons = </includeonly> {{flag |name=Range |files={{Categ|ini=rules}} |values={{Values|float}} |special= -2 in {{ra2}} and {{yr}} |default=0 |types={{Categ|Weapon|Weapons}} |ra=yes |cs=yes |am=yes |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Define the maximum range of a weapon (in cells). == Notes == When the distance between the target and the unit is within this range, the normal {{tt|Attack}}<ref name="attack cursor">In {{co|mouse....")