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- |types=Terrain Types ...speed of a unit with [[SpeedType]]=Wheel when traversing tiles using this terrain type. It's also the default SpeedType of VehicleTypes with [[Crusher]] set344 bytes (52 words) - 12:09, 17 October 2012
- |types=Terrain Types ...t speed of a unit with [[SpeedType]]=Foot when traversing tiles using this terrain type. It's also the default SpeedType of InfantryTypes.295 bytes (44 words) - 12:11, 17 October 2012
- |types=Terrain Types ...d of a unit with [[SpeedType]]=FloatBeach when traversing tiles using this terrain type. Unused in [[Red Alert 2]]/[[Yuri's Revenge]], absent from [[Tiberian326 bytes (47 words) - 12:14, 17 October 2012
- |types=Terrain Types ...d of a unit with [[SpeedType]]=Amphibious when traversing tiles using this terrain type.251 bytes (37 words) - 12:17, 17 October 2012
- |types={{Categ|Overlays}} * Terrain objects with {{f|SpawnsTiberium|yes|link}} are destroyed2 KB (292 words) - 18:24, 5 October 2020
- |types={{Categ|TerrainTypes}} Whether this [[TerrainTypes|terrain object]] spawns Tiberium.796 bytes (125 words) - 12:21, 31 August 2019
- |types={{Categ|Terrain}} If this value is <tt>-1</tt> and a terrain object is forced to spread Tiberium like a blossom tree or ore mine ({{f|Sp528 bytes (85 words) - 12:51, 13 October 2013
- |types={{Categ|Animations}} {{fn|1|Available only in {{ts}} and {{fs}}. Underground exists beneath the terrain, and is used by burrowing units to hide from the view.}}860 bytes (124 words) - 10:49, 23 October 2023
- |types={{Categ|Animations}} ...ct if the animation is on a cell containing any of the [[LandTypes|terrain types]] {{tt|Water}}, {{tt|Beach}}, {{tt|Ice}}, or {{tt|Rock}}.941 bytes (156 words) - 15:12, 30 September 2020
- |types={{Categ|General}} ...frame of game time to try to ignite trees next to it. If this happens, all terrain objects in the eight surrounding cells are handled separately, each now hav2 KB (209 words) - 04:37, 21 July 2014
- |types={{Categ|BuildingTypes}} ...isting objects within the foundation. Such a building can be placed on any terrain and even if the foundation is occupied by units or structures, however when719 bytes (115 words) - 14:32, 16 June 2015
- ...ny terrain is passability, i.e. how well units can traverse it. In {{td}}, terrain tiles were simply either passable or not. In {{ra}}, this system was expand LandTypes are essentially different types of terrain. Every terrain [[TMP|tile]] has a parameter linking it to a specific LandType.4 KB (593 words) - 17:29, 14 February 2024
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}1,014 bytes (165 words) - 11:42, 19 April 2022
- |types={{Categ|TerrainTypes}} Specifies whether or not this [[TerrainTypes|terrain object]] comprises of several [[SHP|frames]] which are used to animate the553 bytes (85 words) - 21:38, 11 January 2024
- |types={{Categ|Animations}} ...cases like tunnel entrances (which are in fact part animation, part [[TMP|terrain]]) so the game still renders them through the fog.464 bytes (75 words) - 16:48, 27 February 2020
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}635 bytes (103 words) - 11:37, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}636 bytes (103 words) - 11:36, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}740 bytes (107 words) - 11:37, 19 April 2022
- |files=[[Terrain Control INI files]] |types={{Categ|TileSets}}1 KB (206 words) - 08:37, 20 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}297 bytes (46 words) - 11:36, 19 April 2022