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  • AnimList=EXPLOSML '';what animations to play at impact point?''<br> == Applicable INI Flags ==
    8 KB (1,156 words) - 10:54, 27 November 2009
  • | Calling for an animation that is not listed under {{tt|[[Animations|[Animations]]]}} might trigger an IE. ...ave not verified every warhead loading location now, but my applicable ini flags tables should indicate whether or not uninited objects cause issues.) ''//[
    20 KB (3,373 words) - 17:39, 2 April 2024
  • ...play issues, for example when the two art entries have different amount of animations attached to them. # Some flags do not get overwritten even if they are specified in the new art entry. An
    8 KB (1,531 words) - 20:29, 11 March 2011
  • ...s is the class from which all objects that can be seen on the map, such as Animations, Particles, Overlays, are derived. No object of this class is ever directly == Applicable INI Flags ==
    2 KB (288 words) - 10:22, 27 November 2009
  • ...un, FireStorm, Red Alert 2 and Yuri's Revenge to make buildings, infantry, animations, cameos (sidebar icons), among many other things. They consists on images w *Flags[uint8] Special flags. It can be any number
    4 KB (693 words) - 19:01, 7 September 2018
  • === On Animations === |types={{Categ|Animations}}
    3 KB (441 words) - 20:55, 25 May 2019
  • ...g the game, and used ingame for whatever reason. ''All .[[SHP|shp]] format animations used ingame'' '''must''' ''be defined in this list, otherwise your mod will * This list comprises an internal table which is used for playing animations at specific locations via map trigger actions.
    28 KB (3,392 words) - 09:24, 27 November 2009
  • I have previously posted the corrected [[Animations]] array for YR, and now I'm posting the corrected BuildingTypes arrays as w == Applicable INI Flags ==
    35 KB (3,846 words) - 00:35, 16 August 2019
  • ...ou should remember the upgrade system that GDI had. Upgrades are buildable animations placed on top of buildings that provide additional features such as extra p [Animations]
    6 KB (849 words) - 16:17, 29 July 2021
  • ...weapon at the [[cell]] previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined. ...des|yes}} has been set, but no {{f|DeathWeapon}} statement is present, the animations will be played normally.
    2 KB (289 words) - 20:04, 31 May 2012
  • Flags in Powerups are listed as {{co|Cratename|green}}={{co|X|blue}},{{co|Y|purpl |+'''Explanation of {{tt|[Powerups]}} flags, default YR values, availability'''
    11 KB (1,828 words) - 18:20, 10 August 2023
  • 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 parsed and therefore doesn't ex == Applicable INI Flags ==
    3 KB (300 words) - 10:52, 27 November 2009
  • |values={{Values|Integer}}{{Values|float|[[Animations]]}} ...Categ|Weapon|Weapons}}, {{Categ|Particles}}, {{Categ|VoxelAnims}}, {{Categ|Animations}}
    2 KB (376 words) - 21:25, 5 April 2024
  • Lists the animations that are displayed at the point of impact of the warhead. These are listed {{PAGENAME}} can accept any number{{fnl|1}} of animations. The game will pick which one to show through the damage delivered by the p
    2 KB (337 words) - 12:41, 31 August 2019
  • ** Reads the {{Tt|Cameo}} and {{Tt|AltCameo}} flags from that section. Let's say the section says ...es (proof &#x3d; BFRT) and AircraftTypes, but applies to BuildingTypes and Animations (proof &#x3d; any damaged active animation). ) }}
    2 KB (338 words) - 14:38, 30 March 2008
  • == Animations == ...es]] have their own set of flags which achieve the same effect as the loop flags above, albeit with somewhat less control.
    2 KB (328 words) - 08:56, 30 April 2021
  • ...es]}}, {{tt|[AircraftTypes]}}, {{tt|[BuildingTypes]}} (In other words: All flags you can put on objects) ...{{tt|[TerrainTypes]}}, {{tt|[SmudgeTypes]}}, {{tt|[OverlayTypes]}}, {{tt|[Animations]}}, Weapon Statistics, Projectile Statistics, {{tt|[Warheads]}}, {{tt|[Supe
    5 KB (710 words) - 10:31, 7 December 2009
  • Create an airplane and give it a primary weapon with the following flags: ...ll as spawned ones and is useful as spawned aircraft do not support firing animations.
    9 KB (1,143 words) - 21:33, 10 July 2021
  • * '''{{f|AttachedSystem|link}}''' [[VoxelAnim|Voxel animations]] can have ParticleSystems attached. Most of these flags only apply to particles in ParticleSystems with certain behaviours. Namely,
    20 KB (3,012 words) - 17:55, 2 April 2024
  • This system is used for {{f|Anim|link}} on [[WeaponType]]s, as well as for animations used for fire [[ParticleSystems]]. (Although fire systems only use 4 facing This system is used on flags such as {{f|PoseDir|link}}, where the possible values range from 0-255, giv
    3 KB (483 words) - 10:01, 27 November 2009
  • ...number of flags and conditions governing what attacks what how in {{yr}}. Flags used link to their explanations where possible, and several community sites ; [[AnimList]] : List of applicable animations for impacts. The further right in the list the higher the weapon damage nee
    17 KB (2,713 words) - 14:06, 12 March 2013
  • |types={{Categ|Animations}} ...avity]]. However, its trajectory can be controlled with several additional flags:
    1,001 bytes (157 words) - 16:05, 21 August 2023
  • |types={{Categ|Animations}} ...onally meteor logic (falls from sky) for this animation and enables use of flags controlling said behaviour on this animation.
    964 bytes (150 words) - 01:41, 10 January 2012
  • ...ge contains details on how the system works and also lists any related INI flags. * Animations with {{f|DetailLevel|link}} above 1 are not drawn.
    2 KB (329 words) - 02:10, 28 August 2012
  • ...for the building's {{f|ActiveAnim|link}} and {{f|ActiveAnimDamaged|link}} animations. Negative values cause the animation to be drawn "closer to the screen" and ...er buildings, but less useful for solving layering issues between building animations and units. For that see [[ActiveAnimYSort]]
    1 KB (143 words) - 18:10, 3 July 2021
  • |values={{Values|string|{{Categ|Animations}}}} * a building can have only up to four different active animations, defined by the keys {{f|ActiveAnim}}, {{f|ActiveAnimTwo|link}}, {{f|Active
    1 KB (152 words) - 23:15, 16 February 2020
  • ...this string when linking two objects: tile sets and the list of attached [[animations]]. More specifically, the animation list section name must be ''exactly'' t <small style="font-size:90%;">(only the relevant flags were included)</small>
    740 bytes (107 words) - 11:37, 19 April 2022
  • ...eparate section where tile animations are specified. Tile animations are [[animations]] attached to individual tiles. Waterfalls and tunnel roofs are examples of == Applicable INI Flags ==
    3 KB (388 words) - 10:35, 14 February 2024
  • Animations specific to one [[InfantryTypes|infantry type]] are grouped within a single <!-- ADD LIST OF APPLICABLE FLAGS HERE -->
    1 KB (212 words) - 23:36, 25 April 2021
  • |types={{categ|Animations}} ...animation has {{f|IsTiberium|yes|link}}, {{f|Bouncer|yes|link}} and other flags associated with debris anims ({{f|MaxXYVel|link}}, {{f|ExpireAnim|link}} et
    1 KB (153 words) - 13:24, 10 December 2023