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19 April 2025
- 16:1416:14, 19 April 2025 PreImpactAnim.Moves (hist | edit) [411 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{values|boolean}} |default=no |extver=<i>2.0+</i>. |types={{Categ|Warheads}} |ares=yes |aresflag=yes }} Can be used to optionally move the bullet when the animation used as {{f|PreImpactAnim|link}} moves while playing. If ''yes'', moves the bullet to the last location of the animation and sets the target to the cell containing the animation.")
- 16:0316:03, 19 April 2025 Temporal.HealthFactor (hist | edit) [647 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{categ|ini=rules}} |types={{categ|Warheads}} |values={{values|float}} |default=0.0 |extver=<i>0.D+</i>. |ares=yes |aresflag=yes }} How much the health of the victim is factored in into the remaining warp value of the target. Valid values range from 0.0 to 1.0 inclusive. 0.0 means health plays no role. 1.0 means the remaining warp is reduced proportionally to the target’s health, down to 0. ==Notes== Another way to look at it is that...")
- 15:5415:54, 19 April 2025 AIInnerBase (hist | edit) [472 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{values|int}} |default={{f|CloakGenerator||link}} |extver=<i>3.0+</i>. |types={{categ|BuildingTypes}} |ares=yes |aresflag=yes }} Whether the AI prefers to place this building closer to the center of its base. Use this for buildings that are to be protected or that provide a ranged effect that works best if it covers large portions of the base. ==See Also== Adjacent BaseNormal AIBaseNormal")
- 15:5315:53, 19 April 2025 AIBaseNormal (hist | edit) [481 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{values|int}} |default=see #Notes |extver=<i>3.0+</i>. |types={{categ|BuildingTypes}} |ares=yes |aresflag=yes }} Whether this building will extend the base space of the AI player. ==Notes== Defaults to no if both {{f|UndeploysInto||link}} is set and {{f|ResourceGatherer|yes|link}}, otherwise defaults to whether the building is considered a vehicle. ==See Also== Adjacent BaseNormal AIInner...")
18 April 2025
- 17:0317:03, 18 April 2025 Portal:Vinifera (hist | edit) [862 bytes] DeathFish (talk | contribs) (Created page with "{{stub}} Vinifera is an open source community project which aims to provide new features and bug-fixes fixes for Tiberian Sun. It's the successor of HyperPatch and got started by CCHyper with the goal to fix bugs in the engine and new features. For addition information please take a look at the official [https://github.com/Vinifera-Developers/Vinifera GitHub page] and the [https://vinifera.readthedocs.io/en/latest/?badge=latest Offical Documentation]|} {| width="10...")
17 April 2025
- 09:1909:19, 17 April 2025 AIFriendlyDistance (hist | edit) [495 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{categ|ini=rules}} |types={{Categ|General}} |values={{values|unsigned integers}} |default={{Categ|General}}►AISafeDistance |ares=yes |aresflag=yes }} Cell distance the AI will use for gathering outside the owning player’s base using script action 54. ==Notes== Ares splits the tag <code>[{{tt|General}}]►{{f|AISafeDistance|link}}</code> into two, which is used for two similar team script actions serving...")
13 April 2025
- 14:3514:35, 13 April 2025 World-Altering Editor (hist | edit) [1,765 bytes] ATHSE (talk | contribs) (Created page with "The World-Altering Editor (WAE) is a modern map editor for the second-generation of classic Command & Conquer games, from {{ts}} through {{yr}}. Distributions are pre-configured to work with either TS or RA2, with near endless customizability from there. <br><br> To make it familiar for existing mappers, the editor is designed to follow the FS/FA2 UI design, but with modernizations and changes to make the editor smoother and more efficient to use. The editor includes pra...")
- 12:3912:39, 13 April 2025 SOUNDCLEAN (hist | edit) [1,753 bytes] ATHSE (talk | contribs) (Created page with "SOUNDCLEAN is a house-keeping script for audio for {{ra2}} and {{yr}} mods, it doesn't specifically look for errors, just organizes {{ini|sound}}. It requires that and audio.idx (located in language.mix -> audio.mix) extracted into the game directory. Like other scripts, it is run via a batchfile on Windows, and creates a sndclean.log file with a record of the changes, along with a newly cleaned {{ini|sound}} replacement.<br><br> Before using SOUNDCLEAN, it should be ex...")
- 12:3512:35, 13 April 2025 SOUNDCHECK (hist | edit) [1,679 bytes] ATHSE (talk | contribs) (Created page with "SOUNDCHECK is an audio cross-checker script for {{ra2}} and {{yr}} mods, that tries to figure out what sounds are used, what sounds are present in the game/mod, and then shows the results of thost scans. It examines {{ini|rules}}, {{ini|art}}, and {{ini|sound}}, although optionally will load audio.idx (located in language.mix -> audio.mix) to discover if there are stray or missing waves within audio.bag. It is run via a batchfile on Windows, and creates a sndcheck.log fi...")
- 12:3212:32, 13 April 2025 MISTEST (hist | edit) [2,184 bytes] ATHSE (talk | contribs) (Created page with "MISTEST (aka Mission Tester) is a script for checking objects and scripting within maps made for {{ra2}} and {{yr}}. Although the name implies it tests 'missions' only, it is equally useful to test multiplayer maps. Ambient effects often have minor errors it can find like a missing value, as well as more basic things like invalid pre-placed TechnoTypes, or objects outside the usable map area. It examines {{ini|rules}}, {{ini|art}}, {{ini|ai}}, and {{ini|sound}}, alon...")
- 12:3112:31, 13 April 2025 MAPCLEAN (hist | edit) [2,242 bytes] ATHSE (talk | contribs) (Created page with "MAPCLEAN is a script originally designed to remove clutter from {{ra2}} and {{yr}} maps added by FinalAlert2, but has been expanded to allow automatic addition, removal or replacement of headings or tags. One example would be to automatically add custom game modes to every map, or change every capturable tech structure to civilian ownership. It is run via a batchfile on Windows, but in this case you drag-and-drop the map onto the mapclean.bat batchfile one at a...")
- 12:2512:25, 13 April 2025 AICLEAN (hist | edit) [2,446 bytes] ATHSE (talk | contribs) (Created page with "AICLEAN is a kind of house-keeping script for {{ra2}} and {{yr}} mods, that focuses on removing duplicated code, unnecessary and/or orphaned objects, comments, and allows the merging of 'include' files used by some mod authors. It's meant to be a companion for AICHECK, and can create a good base from which to start modding, or can be used as a cleanup script just prior to releasing a new version of a mod. It is run via a batchfile on Windows, but can be run via comma...")
- 12:2412:24, 13 April 2025 AICHECK (hist | edit) [1,898 bytes] ATHSE (talk | contribs) (Created page with "AICHECK is an INI checker script for {{ra2}} and {{yr}} mods, that examines the main three INI files, {{ini|rules}}, {{ini|art}}, and {{ini|ai}}. It is run via a batchfile on Windows, but can be run via commandline directly on Linux, and creates a check.log file with the results of that examination. On windows the batchfile will automatically launch the check.log after a pause, so make sure to associate log files with your preferred text editor.<br><br> Before using AIC...")
11 April 2025
- 19:4719:47, 11 April 2025 Gattling.Cycle (hist | edit) [444 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{categ|ini=rules}} |values={{values|boolean}} |default=no |types={{Categ|VehicleTypes}}, {{Categ|BuildingTypes}} |ares=yes |aresflag=yes }} When the last {{f|Stage}} or {{f|EliteStage}} is completed, the counter will wrap around and restart with the first stage without the firing unit losing target. Requires {{f|IsGattling|yes}}. == See Also == IsGattling (Elite)StageX Gattling Weapon System")
- 19:3819:38, 11 April 2025 Gattling Weapon System (hist | edit) [8,581 bytes] DeathFish (talk | contribs) (Creating Gattling Weapon System)
10 April 2025
- 12:4312:43, 10 April 2025 NoAmmoAmount (hist | edit) [283 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|ini=rules}} |values={{values|integers}} |default=0 |types={{categ|TechnoTypes}} |ares=yes |aresflag=yes }} If the current ammo is equal to or below this value, the NoAmmoWeapon will be used. ==See Also== NoAmmoWeapon (Ares Flag) Ammo")
- 12:4312:43, 10 April 2025 NoAmmoWeapon (hist | edit) [456 bytes] DeathFish (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|ini=rules}} |values={{values|unsigned integers}} |default=-1 |types={{categ|TechnoTypes}} |ares=yes |aresflag=yes }} The weapon index to switch to when there is no ammo left. This will override the normal weapon selection and only allow this weapon to be selected. Valid values 0 for the primary weapon and 1 for the secondary. Use -1 to not switch weapons. ==See Also== NoAmmoAmount (Ares Flag) Ammo")
6 April 2025
- 12:2012:20, 6 April 2025 Portal:Phobos (hist | edit) [2,266 bytes] DeathFish (talk | contribs) (Created page with "{{stub}} __NOTOC__ {| width="100%" class="table_parted" | width="80%" style="text-align: center;" | <h2>Phobos</h2> | rowspan="3" | {{ToolBar |name=Phobos |image=Phobos_logo.png{{!}}257x96px |width=20% |dev=Belonit, Kerbiter, Starkku, Uranusian, secsome, Otamaa, FS-21, Morton, Trsdy and [https://phobos.readthedocs.io/en/latest/CREDITS.html Other] |version=0.3.0.1 |dates=2023-07-25 |site=https://github.com/Phobos-developers/Phobos}} |- | <h3 style="text-align: center;">...")
26 March 2025
- 22:0422:04, 26 March 2025 FA2sp (hist | edit) [859 bytes] ATHSE (talk | contribs) (Created page with "FinalAlert2 is a map editor for Red Alert 2 and Yuri's Revenge, originally written by Matze and bought by Westwood. For a long time users have been clamoring for an updated map editor, and several community members tried/started, but later abandoned their attempts. More recently however, the Syringe code injection platform behind Ares was used to further enhance FinalAlert2 in a similar manner. The new "patched" FA2sp is loaded with various fun...")
24 March 2025
- 22:3822:38, 24 March 2025 Delete this (hist | edit) [0 bytes] Best-affordable-seo-company4755 (talk | contribs) (Created page with "<br>For small business owners, every penny counts. You're juggling inventory, customer service, marketing, and often wearing multiple hats yourself. In this fast-paced digital age, you know you need an online presence, but the world of digital marketing, particularly SEO (Search Engine Optimization), can seem daunting and, crucially, expensive.<br><br>Fear not! The good news is that boosting your online visibility and attracting more customers through SEO doesn't have...") originally created as "Unlocking Growth Without Breaking The Bank: Affordable SEO Services For Small Businesses"
15 March 2025
- 15:1415:14, 15 March 2025 CMislRaiseRate (hist | edit) [214 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|integer}} |default=0 |types={{categ|General}} |yr=yes }} How much the missile will raise each turn on the launcher (for Cruise Missile only)")
5 March 2025
- 20:1920:19, 5 March 2025 IonStormWarhead (hist | edit) [211 bytes] Crimsonum (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|string|Warheads}} |types={{Categ|General}} |ts=yes |fs=yes |hp=yes }} Specifies the warhead used by ion storm lightning strikes.")
14 February 2025
- 05:5305:53, 14 February 2025 WaterCrate (hist | edit) [351 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{values|Strings|Powerups}} |default=none |types={{categ|CrateRules}} |ra=yes |cs=yes |am=yes |ts=yes |fs=yes |ets=yes |hp=yes |ra2=yes |yr=yes }} Type of crate powerup for the standard Water Crate in the single player campaign. This can be any valid type from the Powerups section.")
- 05:4805:48, 14 February 2025 WaterCrateImg (hist | edit) [213 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{values|Strings|art(md).ini sections}} |default=none |types={{categ|CrateRules}} |ra2=yes |yr=yes }} Picture of the box When the box is formed in the water.")
9 February 2025
- 10:2510:25, 9 February 2025 DeformThreshold (hist | edit) [224 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|integer}} |default=0 |types={{categ|warheads}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes }} damage must exceed this amount before deformation can occur")
6 February 2025
- 09:2109:21, 6 February 2025 GuardSounds (hist | edit) [500 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence Guard and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''GuardSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the more c...")
- 06:0006:00, 6 February 2025 ChargeAnim (hist | edit) [536 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|art(md).ini}} |values=Strings (names of Animations|) |default=none |types={{categ|BuildingTypes}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ra2obsolete=yes }} If a building has this tag There should be an attack animation. (Look and observe the attacks of "'Prism Tower"' and "'Tesla Coil"' etc.)<br> For RA2 and YR, this tag is no longer valid because This tag has been replaced by the tag SpecialAnim,SpecialAnimDa...")
- 05:3605:36, 6 February 2025 PreProductionAnimGarrisoned (hist | edit) [358 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|art(md).ini}} |values={{Values|string|{{Categ|Animations}}}} |default=none |types={{categ|BuildingTypes}} |ra2=yes |yr=yes }} Defines the animation to use for when this building is active, but is occupied by infantry. See PreProductionAnim for more information on building active animations.")
- 05:3605:36, 6 February 2025 ProductionAnimGarrisoned (hist | edit) [355 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|art(md).ini}} |values={{Values|string|{{Categ|Animations}}}} |default=none |types={{categ|BuildingTypes}} |ra2=yes |yr=yes }} Defines the animation to use for when this building is active, but is occupied by infantry. See ProductionAnim for more information on building active animations.")
5 February 2025
- 11:1611:16, 5 February 2025 TiberiumTypes (hist | edit) [238 bytes] Testid123 (talk | contribs) (Created page with "I don't know how to explain it. But this is a tag specifically related to Tiberium.<br> Vinifera<br> Debris<br> Value<br> GrowthPercentage<br> Growth<br> SpreadPercentage<br> Spread<br> Tiberiums<br>")
- 06:2006:20, 5 February 2025 IsMobileStealth (hist | edit) [774 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |values={{Values|bool}} |default=no |types={{Categ|BuildingTypes}} |ts=yes |fs=yes |hp=yes }} {{w}} required {{f|CloakGenerator|yes|link}},{{f|CloakRadiusInCells||link}} to get additional effects.<br> BuildingTypes with this tag will return to the main vehicle deployed as this building And said vehicle will gain invisibility until said vehicle leaves the invisibility range or the duration of the invisibility effect expires (Default is that the stealth vehicle...")
- 06:0406:04, 5 February 2025 IsMobileWar (hist | edit) [410 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |values={{Values|bool}} |default=no |types={{Categ|BuildingTypes}} |ts=yes |fs=yes |hp=yes }} BuildingTypes with this tag will return to the main vehicle deployed as this building. If BuildingTypes doesn't have this tag, but has UndeploysInto The primary vehicle will not be recovered and will be sold. ==Note== *BuildingTypes with {{f|ConstructionYard|yes|link}} cannot use this logic.")
4 February 2025
- 11:2811:28, 4 February 2025 Rotors (hist | edit) [290 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|bool}} |default=no |types={{categ|AircraftTypes}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes }} Does this aicraft have an attached rotor animation")
- 11:2711:27, 4 February 2025 CustomRotor (hist | edit) [292 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|bool}} |default=no |types={{categ|AircraftTypes}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes }} Does it have custom rotor shapes according to facing")
3 February 2025
- 13:5013:50, 3 February 2025 ReadySounds (hist | edit) [500 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence Ready and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''ReadySounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the more c...")
- 13:4913:49, 3 February 2025 ProneSounds (hist | edit) [500 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence Prone and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''ProneSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the more c...")
- 13:4913:49, 3 February 2025 AirDeathFinishSounds (hist | edit) [518 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence AirDeathFinish and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''AirDeathFinishSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less...")
- 13:4813:48, 3 February 2025 AirDeathFallingSounds (hist | edit) [520 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence AirDeathFalling and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''AirDeathFallingSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The le...")
- 13:4813:48, 3 February 2025 AirDeathStartSounds (hist | edit) [516 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence AirDeathStart and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''AirDeathStartSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less i...")
- 13:4813:48, 3 February 2025 SecondaryProneSounds (hist | edit) [518 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence SecondaryProne and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''SecondaryProneSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less...")
- 13:4713:47, 3 February 2025 FireProneSounds (hist | edit) [508 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence FireProne and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''FireProneSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, th...")
- 13:4713:47, 3 February 2025 DownSounds (hist | edit) [498 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence Down and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''DownSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the more con...")
- 13:4713:47, 3 February 2025 CrawlSounds (hist | edit) [500 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence [Crawl]] and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''CrawlSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the more co...")
- 13:4613:46, 3 February 2025 UpSounds (hist | edit) [494 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence Up and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''UpSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the more continu...")
- 13:3813:38, 3 February 2025 TumbleSounds (hist | edit) [502 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence Tumble and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[InfantrySequence]'''<br> '''TumbleSounds=1 Sound'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the more...")
- 13:3413:34, 3 February 2025 DeployedSounds (hist | edit) [560 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values=Integers with a space followed by Strings (names of Sounds) |default=none |types=Sequence |yr=yes }} Sound to play when InfantryTypes uses the sequence '''Deployed''' and can be any sound as defined in the SOUND.INI file.<br> Usage example:<br> '''[YuriSequence]'''<br> '''DeploySounds=1 YuriDeploy'''<br> [!]The number likely refers to the rate at which the audio will be played. The less it is, the...")
2 February 2025
- 13:2713:27, 2 February 2025 RetargetSelf (hist | edit) [341 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|bool}} |default=yes |types={{categ|Projectile}} |ares=yes |aresflag=yes }} Whether the firing unit itself can become the target when retargeting. If no, the firer will be exempt, though could still be hit by a retargeted projectile that hits the cell the firer is on.")
- 13:2413:24, 2 February 2025 AirburstSpread (hist | edit) [331 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{values|float}} |default=1.5 |types={{categ|Projectile}} |ares=yes |aresflag=yes }} The range the airburst effect covers. Each cell in range will be targeted by the AirburstWeapon. Requires {{f|Airburst|yes|link}}. Cannot be combined with {{f|Splits|yes|link}}.")
- 13:2213:22, 2 February 2025 AroundTarget (hist | edit) [494 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|bool}} |default=Splits |types={{categ|Projectile}} |ares=yes |aresflag=yes }} Whether a projectile with {{f|Splits|yes|link}} or {{f|Airburst|yes|link}} should use the area around the original target to look for new targets for each cluster. If enabled, the clusters will continue their way to the originally intended target. Otherwise, the clusters will search for new targets in the area where the p...")
- 04:0404:04, 2 February 2025 StatisticTimeInterval (hist | edit) [250 bytes] Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|integer}} |default=0 |types={{categ|General}} |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes }} controls how many seconds pass between statistic calculations, for score screen graphs")