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  • ...|Slave Miner]] in {{yr}}: Even before YR, one could have a [[VehicleType]] deploy into a [[BuildingType]] by putting {{f|DeploysInto|link}} on it, and a Buil ...ode-wise, the vehicle Slave Miner now turns into a building Slave Miner on deploy - but story-wise, that doesn't happen. It's just a vehicle.
    10 KB (1,746 words) - 16:05, 21 May 2022
  • ...Desolator fire the RadEruption weapon when the amount of radiation at the deploy site falls to a certain level, presumably to prevent radiation levels risin The [DESO] was hard-coded to have different deploy-weapon firing timing than other units to coincide with the unit’s art Seq
    2 KB (259 words) - 15:54, 26 June 2023
  • This is a tutorial for making an infantry that can "deploy" into a brute. It involves the use of gas particles to mutate the deploying ...if two Self-Mutating Infantry units are standing in the same cell and they deploy simultaneously, one of them will use the animation palette for the mutation
    3 KB (485 words) - 04:52, 1 July 2009
  • ...his basically means that the {{f|InfantryType|link}} will, when ordered to deploy, intermittently fire its {{f|Secondary|link}} weapon like the Soviet Desola
    406 bytes (55 words) - 22:09, 3 September 2014
  • *fix the "AI doesn't deploy MCVs with new locomotors set on them" bug(IE hover, jumpjet, subter...) ...y it only works with the AI, human-controlled units are unable to use Auto-Deploy. This was apparantly either unfinished or desupported according to the ini
    13 KB (2,268 words) - 05:58, 8 September 2009
  • ...ure engages with an enemy vehicle or an armed defensive structure, it will deploy, if able.
    1 KB (157 words) - 13:50, 18 October 2023
  • This specifies the generic sound to make when units are commanded to deploy by double clicking them, through the hotkey defined in KEYBOARD.INI or thro ...y this VehicleType which deploys into a BuildingType when it is ordered to deploy. Can be set to any valid entry from the SOUND.INI file. Although present an
    743 bytes (133 words) - 03:40, 11 December 2009
  • Specifies whether or not this [[InfantryType]] can deploy. ...fantryType]] should specify the [[SHP]] file frames to use for its various deploy animations.
    447 bytes (54 words) - 18:16, 23 December 2009
  • Specifies whether or not this object is allowed to deploy to change its weapon (specified by the [[DeployFireWeapon]] tag on the unit ...sSimpleDeployer will also be unable to move in this form, until ordered to deploy again.
    2 KB (303 words) - 14:24, 19 January 2016
  • ...ed objects]]. This does ''not'' affect the duration it takes for a unit to deploy into a building or vice versa – that is controlled globally by {{f|Buildu
    658 bytes (103 words) - 16:07, 14 June 2023
  • ...the way the logic is handled, infantry can use such weapons only as their deploy weapon. Otherwise, they will not fire it at all.
    402 bytes (70 words) - 14:56, 14 May 2013
  • ...ot have {{f|PreventAutoDeploy|yes|link}} set, then they will automatically deploy when their target is within this number of cells of the warheads' {{f|CellS
    748 bytes (114 words) - 17:48, 12 May 2022
  • On an object that has the ability to deploy through {{Tt|DeployFire}}, this specifies which weapon this object uses whe
    811 bytes (110 words) - 15:59, 26 June 2023
  • ...}} statement. Alternatively, if it {{Tt|IsSimpleDeployer}}, it will simple-deploy, becoming stationary and changing to its {{Tt|UnloadingClass}}, before firi ..., which simply fails to function if a unit is on a cell in which it cannot deploy.
    2 KB (405 words) - 14:35, 2 May 2021
  • Can be set to 'yes' or 'no' and determines if this unit can be given the 'deploy' order, which will cause it to fire the weapon determined by {{Tt|[[DeployF ...e used when it is deployed. If this is omitted, the unit will be unable to deploy if ordered to.
    617 bytes (99 words) - 04:17, 19 January 2016
  • ...{{s|MobileEMPulseWeapon}} must be set off manually (player must give unit deploy command to activate), and must work alongside [[MaxCharge|charge]] logic.
    1 KB (222 words) - 14:18, 4 December 2020
  • ...rendered behind related animations like [[DoorAnim|door]], [[DeployingAnim|deploy]], and [[BibShape|bib]] animations, if any.
    2 KB (313 words) - 10:27, 20 June 2023
  • |'''Deploy''' ...cell they are occupying (same effect as selecting a unit and pressing the Deploy key as defined in KEYBOARD.INI or clicking the relevant button on the Advan
    39 KB (6,281 words) - 22:44, 4 February 2024
  • * The AI may deploy units directly on the factory bib, causing production to get stuck.
    3 KB (392 words) - 14:11, 11 July 2023
  • |Deploy to a building (i.e. MCV to Construction Yard)
    2 KB (273 words) - 13:42, 7 June 2023

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