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  • Weapons are essential to CnC, even more than harvesting. A Weapon is a combination ...eaponTypes] list in the rules, the game builds one internally from all the weapons that are loaded via objects. This list is used by certain ingame functions.
    8 KB (1,156 words) - 10:54, 27 November 2009
  • ...any fatal error, its causes are diverse. Most common are causes related to weapons and warheads, with a missing warhead probably being the most commonly repor | Missing weedguy hack. (second stage Cluster weapons need to be assigned to a unit, to work)
    20 KB (3,373 words) - 17:39, 2 April 2024
  • ...missiles. This works best for weapons with a viewable [[projectile]]. For weapons with invisible [[projectile|projectiles]] (or [[projectile|projectiles]] wi This effect is great for elite weapons to add a visual identifier that the unit is Elite apart from the chevrons a
    3 KB (495 words) - 14:55, 30 March 2008
  • ...in a mode file. Doing so will cause an [[IE|Internal Error]] in-game. All weapons must be parsed by a unit in the main rules file.<br> # Any flags in the original art entry (the one referred to from main rules file) that a
    8 KB (1,531 words) - 20:29, 11 March 2011
  • === On Weapons === |types={{Categ|Weapon|Weapons}}
    5 KB (594 words) - 18:49, 30 June 2021
  • === On Weapons === |types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}}
    3 KB (441 words) - 20:55, 25 May 2019
  • ...annot be destroyed in the standard way. They however ''are'' vulnerable to weapons whose [[Warheads|warhead]] has {{f|Temporal|yes|link}}. <code>0x0</code> st ===Weapons Factories===
    6 KB (828 words) - 09:05, 14 February 2023
  • ...uildings that provide additional features such as extra power or different weapons. Although not used, this system also works in RA2 and YR. * Weapon (Note: Superweapons override weapons, so structures may not have both)
    6 KB (849 words) - 16:17, 29 July 2021
  • ...n/Neutral, as well as your very own objects when <tt>[[Temporal]]=yes</tt> weapons are involved, count too. [[Category:INI Flags]]
    2 KB (301 words) - 10:17, 29 December 2019
  • :After I commented out the flags on the first three and made the Deso "yes" again, everything worked fine. :ImmuneToPsionicWeapons=yes and Assaulter=no were the only other flags I added to the GI/Sniper/GGI. I disabled all of them and reactivated one at
    7 KB (1,150 words) - 15:51, 26 June 2023
  • In this section of [[Rules|rules(md).ini]], the game's Special Weapons settings are located. Note that this section was obsolete for RA2, but is o == Applicable INI Flags ==
    1 KB (128 words) - 10:34, 27 November 2009
  • SuperWeapons=4 ; super weapons are automatically fired by computer ...t's content when picking its target, control it's production or fire super weapons.
    5 KB (784 words) - 18:23, 13 November 2023
  • ...weapon at the [[cell]] previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined. |values={{values|string|[[Weapons]]}}
    2 KB (289 words) - 20:04, 31 May 2012
  • ...).ini]] is a list of all available warheads in the game. Rumor has it that weapons' warheads work even if not listed, however, this will prevent other game an == Applicable INI Flags ==
    5 KB (672 words) - 13:52, 7 January 2011
  • |values={{Values|string|[[Weapons]]}} {{Ra2}} and {{Yr}} introduced units with special-case methods for specifying weapons - the IFV, Prism Tank and Gattling Cannon use {{f|WeaponX|link}} in place o
    1 KB (243 words) - 11:56, 27 November 2009
  • |types={{Categ|Weapon|Weapons}}, {{Categ|Particles}}, {{Categ|VoxelAnims}}, {{Categ|Animations}} ...nimation/debris/particle delivers. The {{f|Verses|link}} and other warhead flags can alter this number before it is applied to the affected object(s).
    2 KB (376 words) - 21:25, 5 April 2024
  • |types={{Categ|Weapon|Weapons}} ...d ''possibly'' other coloring flags applicable to <tt>[[IsLaser]]=yes</tt> weapons.
    421 bytes (71 words) - 18:48, 10 March 2007
  • This section comprises a list of all Super Weapons available in the game. In addition to that, it is also used by random crate == Applicable INI Flags ==
    2 KB (249 words) - 01:46, 17 July 2020
  • :;FirePower=n.n :This is the multiplier to all weapons' firepower<br> :;ROF=n.n :This is the multiplier to all weapons' rate of fire<br>
    3 KB (436 words) - 19:10, 13 February 2024
  • ...in all rules-based C&C games. In Red Alert, in constisted of 20 different flags, regulating the maximum amount of certain object types and similar things. ::;rules.ini (TS) : ; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will
    4 KB (564 words) - 10:18, 27 November 2009
  • :;FirePower=n.n :This is the multiplier to all weapons' firepower<br> :;ROF=n.n :This is the multiplier to all weapons' rate of fire<br>
    3 KB (387 words) - 19:09, 13 February 2024
  • :;FirePower=n.n :This is the multiplier to all weapons' firepower<br> :;ROF=n.n :This is the multiplier to all weapons' rate of fire<br>
    3 KB (392 words) - 19:11, 13 February 2024
  • ...pes when evaluating the best target. This targeting model applies to super weapons with the following settings:<br><br> :Super weapons with {{f|AITargetingType|1|link}} set.
    1 KB (186 words) - 09:12, 27 November 2009
  • ...phin, to ensure groups don't damage one another with their through-damage weapons. This flag will not protect units from particle weapons (such as some flame thrower implementations, or gas from a virus dart), as
    1 KB (174 words) - 10:45, 27 November 2009
  • |Engage any enemy that enters weapons range. The defending unit may follow the aggressor. == Applicable INI Flags ==
    5 KB (726 words) - 19:47, 8 June 2023
  • This behaviour is used by flamethrower-type weapons like the Devil's Tongue subterranean flame tank in {{ts}}. The system obeys ...ser is visually quite different from ordinary ones generated by laser-type weapons.
    20 KB (3,012 words) - 17:55, 2 April 2024
  • ...number of flags and conditions governing what attacks what how in {{yr}}. Flags used link to their explanations where possible, and several community sites ==Primary vs. Secondary Weapons==
    17 KB (2,713 words) - 14:06, 12 March 2013
  • ...related to firing weapons and it only applies if none of the more specific flags are set.
    2 KB (307 words) - 02:23, 18 April 2011
  • ...PowerUp''N''LocYY]]</tt>, and <tt>[[PowerUp1LocZZ|PowerUp''N''LocZZ]]</tt> flags in {{ini|art}}. While the simultaneous firing of both [[Primary]] and [[Secondary]] weapons is applicable to all the upgrade numbers, in TS there is [[hardcoded]] rest
    1 KB (199 words) - 14:44, 18 May 2020
  • If desired, you can achieve instant warhead detonation on standard weapons by adding {{f|Dropping|yes|link}} on the projectile (this part is valid in [[Category:Resetting Flags]]
    1 KB (222 words) - 14:18, 4 December 2020
  • ...he radius of effect, in leptons, that [[AmbientDamage]] is applied to when weapons with [[IsRailgun]] set are fired. It's worth noting that this flag is [[:Category:Unlisted Flags|undocumented and unlisted]] in unmodified {{ini|rules|link}}.
    463 bytes (66 words) - 17:50, 7 September 2021
  • * Certain weapons are [[IonSensitive|disabled]]. == Applicable INI Flags ==
    2 KB (223 words) - 15:54, 24 February 2024