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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...")