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  • :''Ignores'' all targets whose projected health is lower or equal to zero, that is whose dea ...ts projected health. He sees that the Grizzly is projected to be dead once all bullets impacted, and chooses the unattacked Grizzly instead.
    4 KB (615 words) - 12:28, 15 April 2020
  • This section of [[Rules|rules(md).ini]] is a list of all available "Voxel Animations" in the game. What's not listed doesn't get par
    3 KB (300 words) - 10:52, 27 November 2009
  • In all cases, this flag specifies how many 'damage points' this weapon/animation/d ...Anim|link}} value, and must not expire prematurely (i.e. due to completing all frames or loops before impact).
    2 KB (376 words) - 21:25, 5 April 2024
  • |Allows occupation of all three [[Cell_Spots|corners]], south, east, and west {{Fnl|2}}
    2 KB (245 words) - 10:52, 24 June 2019
  • This section of [[Rules|rules(md).ini]] lists all SmudgeTypes the game should be able to use. SmudgeTypes not listed here can
    749 bytes (95 words) - 10:33, 27 November 2009
  • This section of [[Rules|rules(md).ini]] lists all OverlayTypes the game should be able to use. OverlayTypes not listed here c ...o them. An example are the bridge sections, sandbag walls, Allied wall and all tiberium entries.
    2 KB (286 words) - 21:24, 11 March 2016
  • ...perties that can change the amount of damage. In other words, it will obey all damage parameters to determine the damage on the target. However, it is not Ares changes this flag, by allowing all 'waves' to work with this flag, instead of just sonic waves. These waves ar
    1 KB (217 words) - 20:57, 15 May 2017
  • ...ne listing, and consistantly play it when that unit fires instead of using all options on Report= list. ...of two sound(md).ini entries, they would have to make ''one'' listing for all desired sounds, even if everything is already defined in other entries to t
    1 KB (215 words) - 10:30, 27 November 2009
  • ...dless of how far it has to travel. On each of these frames, it will damage all targets it has passed up to that frame. This, in turn, means a target that
    3 KB (598 words) - 13:04, 12 July 2022
  • {{Obsolete|all games}}
    496 bytes (84 words) - 19:30, 20 January 2022
  • ...projectile is inherently inaccurate. This tag has several effects, and not all of them are mentioned here.
    875 bytes (139 words) - 02:58, 10 May 2014
  • * Setting an AirburstWeapon without setting Airburst=yes has no effect at all.
    2 KB (241 words) - 17:50, 16 June 2015
  • ...t has animations specified by {{f|DeathAnims|link}}, these will override ''all'' other death animations. === All spawn-capable except #9 ===
    6 KB (855 words) - 22:15, 9 July 2022
  • ...} to 3, the warhead will damage the current cell, and 3 cells further into all directions. A circle around the impact cell with a radius of 3, for a diame ...ach unit using the Fly, Jumpjet or Rocket {{f|Locomotor|link}}s is tracked all through its lifetime to know which "sector" of the grid it's in.
    17 KB (1,974 words) - 19:56, 1 January 2019
  • This flag defines a multiplier to damage all [[InfantryTypes|infantry units]] receive from this [[warhead]] while [[pron
    703 bytes (111 words) - 16:05, 10 January 2023
  • * stops all [[VehicleTypes]],
    1 KB (226 words) - 14:15, 9 June 2021
  • This section comprises a list of all Super Weapons available in the game. In addition to that, it is also used b
    2 KB (249 words) - 01:46, 17 July 2020
  • ...ring {{f|DisableableFromShell|yes|link}} for the relevant super weapons in all the [[MP_Modes|MP Modes]].
    1 KB (163 words) - 09:53, 27 November 2009
  • All of these are case-insensitive.. |ALL
    2 KB (410 words) - 09:47, 27 November 2009
  • :;Airspeed=n.n :This is the speed multiplier for all aerial units (afaik not including jumpjets)<br> :;FirePower=n.n :This is the multiplier to all weapons' firepower<br>
    3 KB (436 words) - 19:10, 13 February 2024

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