ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

WeedCapacity: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Testid123 (talk | contribs)
mNo edit summary
DeathFish (talk | contribs)
m fix
Line 8: Line 8:
|fs=yes
|fs=yes
|hp=yes
|hp=yes
|ra2=yes
|ra2=no
|yr=yes
|yr=no
}}
}}
The amount of weed that needs to be collected by a Weed Eater (or any unit defined as such) and deposited into a Waste Facility required to make a Chemical Missile. With a lot of work, this can be made to work in Red Alert 2 although it is a little buggy when the Chemical Missile is launched.
The amount of weed that needs to be collected by a Weed Eater (or any unit defined as such) and deposited into a Waste Facility required to make a Chemical Missile. With a lot of work, this can be made to work in Red Alert 2 although it is a little buggy when the Chemical Missile is launched.

Revision as of 13:14, 9 January 2025

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: WeedCapacity
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: General


The amount of weed that needs to be collected by a Weed Eater (or any unit defined as such) and deposited into a Waste Facility required to make a Chemical Missile. With a lot of work, this can be made to work in Red Alert 2 although it is a little buggy when the Chemical Missile is launched.