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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]] set
    344 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 [[Tiberian
    326 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 destroyed
    2 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|Sp
    528 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 hav
    2 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 when
    719 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 the
    553 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

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