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User contributions for McPwny

A user with 107 edits. Account created on 27 June 2021.
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19 July 2021

  • 01:1101:11, 19 July 2021 diff hist +264 N TileYOffsetCreated page with "Specifies the up-down offset of an animation attached to a terrain tile in pixels. Negative numbers move the animation up and positive numbers move the animation down. ==See..."
  • 01:0901:09, 19 July 2021 diff hist +273 N TileXOffsetCreated page with "Specifies the left-right offset of the animation which is attached to the tile in pixels. Negative numbers move the animation left and positive numbers move the animation righ..."
  • 01:0701:07, 19 July 2021 diff hist +10 TileAnim→‎See also
  • 01:0601:06, 19 July 2021 diff hist +221 N TileAnimCreated page with "Specifies the animation to attach to the terrain tile. The animation is hardcoded to play in the palette that the terrain tile uses. ==See also== Tile01XOffset Tile01YO..."

17 July 2021

16 July 2021

11 July 2021

10 July 2021

  • 18:0118:01, 10 July 2021 diff hist +645 N UnderRoofDoorAnimCreated page with "In red alert 2, war factories were changed such that they can support aircraft leaving the top of the building. War factories in Ra2 have four anims for handling this; *an a..." current
  • 18:0018:00, 10 July 2021 diff hist +654 DeployingAnimNo edit summary
  • 17:5817:58, 10 July 2021 diff hist +663 N UnderDoorAnimCreated page with "In red alert 2, war factories were changed such that they can support aircraft leaving the top of the building. War factories in Ra2 have four anims for handling this; *an a..."
  • 17:5517:55, 10 July 2021 diff hist +649 N RoofDeployingAnimCreated page with "In red alert 2, war factories were changed such that they can support aircraft leaving the top of the building. War factories in Ra2 have four anims for handling this; *an a..." current
  • 17:4217:42, 10 July 2021 diff hist +192 N BuildupCreated page with "Specifies the buildings buildup animation. Animations listed here do not need to have extra entries in art.ini or be listed in the rules.ini animations list, as they are handl..."
  • 17:3117:31, 10 July 2021 diff hist +509 N PowerUpXLocZZCreated page with "Although the naming convention is different, this tag acts exactly like ActiveAnimZAdjust and is used to adjust the layering of the animation. Values that are too low will..."
  • 17:2817:28, 10 July 2021 diff hist +454 N PowerUpXYSortCreated page with "Acts exactly like ActiveAnimYSort and is used to adjust the layering of the animation. In general, building animations with larger YSort values will layer over ones with l..."
  • 17:2317:23, 10 July 2021 diff hist +552 N PowerUpXAnimCreated page with "This tag was supposed to act like any other animation entry for buildings which have upgrades, but it appears to be defunct as any value put into here is ignored, and instead..."

5 July 2021

  • 22:5122:51, 5 July 2021 diff hist +178 N Category talk:Art(md).ini FlagsCreated page with "where is that page that has ALL of the art tags and not just 'some' of the ones that do have associated pages?? i cant find dogwater around here this NEEDS to be laid out better." current

4 July 2021

  • 13:2513:25, 4 July 2021 diff hist +412 N ProductionAnimCreated page with "Productions anims are specific functional animations that play whenever a factory such as a construction yard or war factory produces a building or unit. {{bugs}} In Tiberi..."
  • 13:1713:17, 4 July 2021 diff hist +157 N SpecialAnimCreated page with "SpecialAnims are used for object specific functional art such as silo anims, repair depot anims, grinder anims, tank bunker anims, and weapon charging anims."
  • 13:0813:08, 4 July 2021 diff hist +446 N SuperAnimFourCreated page with "The SuperAnim logic works in four parts: *An anim to play once while going from not ready to ready *An anim to loop while the superweapon is ready *An anim to play while g..." current
  • 13:0713:07, 4 July 2021 diff hist +445 N SuperAnimThreeCreated page with "The SuperAnim logic works in four parts: *An anim to play once while going from not ready to ready *An anim to loop while the superweapon is ready *An anim to play while g..." current
  • 13:0613:06, 4 July 2021 diff hist +446 N SuperAnimTwoCreated page with "The SuperAnim logic works in four parts: *An anim to play once while going from not ready to ready *An anim to loop while the superweapon is ready *An anim to play while g..." current
  • 13:0513:05, 4 July 2021 diff hist +10 m SuperAnimNo edit summary current
  • 13:0213:02, 4 July 2021 diff hist +433 N SuperAnimCreated page with "The SuperAnim logic works in four parts. An anim to play once while going from not ready to ready An anim to loop while the superweapon is ready An anim to play while going..."
  • 12:1312:13, 4 July 2021 diff hist +504 N PrimaryFireDualOffsetCreated page with "PrimaryFireDualOffset=True/False works in conjunction with PrimaryFirePixelOffset=X,X; if the object has a PrimaryFireFLH=, and if PrimaryFireDu..." current
  • 12:0212:02, 4 July 2021 diff hist +533 N PrimaryFirePixelOffsetCreated page with "PrimaryFirePixelOffset=X,X directly shifts the location where the weapon is fired relative to the object from by number of pixels. It is different from PrimaryFireFLH in t..."

3 July 2021

2 July 2021

28 June 2021

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