ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Search results
- ...les|rules(md).ini]] lists all OverlayTypes the game should be able to use. OverlayTypes not listed here cannot be accessed by the game - they don't exist. The list of OverlayTypes is entirely "[[hardcoded]]" in the exe. It is not recommended to remove any2 KB (286 words) - 21:24, 11 March 2016
- ...es]}}, {{tt|[AircraftTypes]}}, {{tt|[BuildingTypes]}} (In other words: All flags you can put on objects) ...}}, {{tt|[Particles]}}, {{tt|[TerrainTypes]}}, {{tt|[SmudgeTypes]}}, {{tt|[OverlayTypes]}}, {{tt|[Animations]}}, Weapon Statistics, Projectile Statistics, {{tt|[Wa5 KB (710 words) - 10:31, 7 December 2009
- == OverlayTypes == |types={{Categ|OverlayTypes}}2 KB (230 words) - 17:15, 26 January 2011
- ...e solid, mostly indestructible terrain upon which [[TerrainTypes|every]] [[OverlayTypes|other]] [[TechnoTypes|game object]] is layered. ...- The 3 least significant bits out of the 8 bits are used as boolean (0/1) flags for three tile cell attributes: <tt>HasExtraData</tt> (least significant),5 KB (763 words) - 08:43, 20 April 2022
- ...]] should have special wall construction logic, which will convert it to [[OverlayTypes|overlay object]] when it is created. |types={{Categ|OverlayTypes}}3 KB (407 words) - 13:48, 24 March 2023
- ...th are determined by the {{f|Growth|link}} and {{f|GrowthPercentage|link}} flags, respectively, of the [[Tiberiums|Tiberium/ore type]].957 bytes (140 words) - 13:47, 8 February 2020
- *You can make [[OverlayTypes|overlays]] which, when placed, transform the ground (technically) to any ty [[Category:INI Flags]]4 KB (593 words) - 17:29, 14 February 2024
- |values={{values|string|[[OverlayTypes]]}} ...hosen between the specified type and the next three overlay types in the [[OverlayTypes]] list.1 KB (153 words) - 13:24, 10 December 2023