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- ...ummy unit, or you'll get IEs! Once the aircraft flies over its target, the weapon will spawn x instances of the AirburstWeapon in all directions, thus creati ...1 KB (183 words) - 17:45, 24 April 2008
- [[Primary]]=ParadropWeapon ; or whatever name you want to give to this dummy weapon ...lained in the [[Adding Paratroopers to TS]] tutorial. Just to be safe, the weapon should have a non-damaging warhead, though. ...2 KB (384 words) - 12:30, 30 March 2008
- ..., we could with {{Tt|1=Type=Money}} and {{Tt|1=AutoFire=yes}} make a super weapon that automatically give us money. Type=SonarPulse;With this type can we create a dummy superweapon. Note that it wont work if type is not vaild! ...1 KB (222 words) - 15:25, 2 February 2011
- ...at startup. Failure to do so will result in [[Internal Error]]s when this weapon is supposed to fire. ...1 KB (197 words) - 04:32, 12 January 2025
- ...on Statistics, Projectiles Statistics, Warhead Characteristics and Special Weapon types. Theres is a lot there ! '''[Warheads]'''- Contains a list of all the weapon bullet types used by the game. <br> ...4 KB (689 words) - 16:11, 21 September 2006
- If set, the warhead will fire this weapon upon detonation, from the impact point, if the impact point is not inside a ...be attached to some (potentially dummy) unit, so that the game loads this weapon at startup time. Failing to do so will result in [[Internal Error]]s whenev ...4 KB (487 words) - 09:17, 2 February 2025
- |types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}} ...Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact. ...3 KB (441 words) - 18:55, 25 May 2019
- [[Primary]]=MissileJump ;Weapon to use when it kamikazes into it's target [[DeathWeapon]]=HornetCollision ;Alternate weapon when it gets shot down ...9 KB (1,143 words) - 19:33, 10 July 2021
- A: You can't make this flawlessly. You can attach a dummy weapon which has a Report=<warning alarm sound> attached, but then the tower will ...4 KB (679 words) - 12:06, 14 September 2020
- ...ther than just the "Image=" from the rulesmd entry for the UnloadingClass "dummy" object. ...ld be set to secondary weapon(3rd/4th ect if more are added) or a seperate weapon. ...15 KB (2,512 words) - 03:58, 8 September 2009
- '''Note:''' You cannot define a weapon in the main rules and then give it to a unit in a mode file. Doing so will ...s, create a dummy, non-buildable unit in the main rules first and give the weapon to that unit.<br> ...9 KB (1,534 words) - 21:59, 3 February 2025
- ...this was the case then take a look at the changes you applied to that unit/weapon/whatever and see if there are any mistakes.<br> | Airburst weapon bullet was null. If you have {{f|Airburst|yes|link}} or {{f|Splits|yes|link ...21 KB (3,636 words) - 05:36, 14 March 2025