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- |types={{Categ|Animations}} ...happens when the cell is occupied by invincible objects such as impassable terrain tiles (cliffs, water) or [[TerrainTypes]] such as ore mines. In this case,7 KB (1,153 words) - 22:10, 9 July 2022
- ...ortant factor here is that '''Actions can only ever be used once'''. While Types can be used again and again, a re-used Action will not work. ...r, part of the fully working tunnel-system which is actively used by the [[Terrain Expansion]]. Therefore, caution is required when considering to use them.5 KB (771 words) - 19:34, 15 December 2007
- ==Mix Types== There are several types of mix files, each for a specific purpose as detailed below. Using mix file11 KB (1,823 words) - 09:42, 26 October 2023
- ...st of programs that are used by modders. For info about each of these file types, click each header. === [[File_Types#.TEM, .SNO, .URB, .UBN, .LUN, .DES|Terrain editing]] ===5 KB (783 words) - 18:09, 25 July 2016
- == File Types (pre-Generals) == This is intended as an index of the file types. For info about editing these files, click each header.4 KB (630 words) - 16:50, 17 July 2011
- ...pons, and while they can be dropped from carryalls they z-shift behind the terrain upon reaching ground, which means that they will shift "underneath" their s '''AmerParaDropInf=E1''' ;Types of infantry for the planes to drop2 KB (270 words) - 00:01, 28 February 2009
- ...entZone|files=rules(md).ini|values=special strings|default=<tt>Normal</tt>|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] ( |Same as '''AmphibiousCrusher''', additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry.4 KB (631 words) - 07:51, 2 January 2023
- |types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] ( ...fault units with different SpeedTypes are affected differently by the same terrain. See [[LandTypes]] for more information.1 KB (224 words) - 21:09, 15 August 2019
- ...vementRestrictedTo|files=rules(md).ini|values=special strings|default=None|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] ( ...t>MovementRestrictedTo=</tt> with one of [[SpeedType#Terrain_Types|terrain types]] - Clear, Rough, Road, Water, [[Tiberium]], Rock, Beach...1 KB (176 words) - 14:57, 4 August 2021
- ...be controlled in the rules and by making qualifications like Players= and Terrain=, you know, stuff like that. *Fix the bug where the repair vehicle weapon destroys overlay types with Explodes=yes7 KB (1,228 words) - 05:58, 8 September 2009
- *New tile terrain types for tiles like marsh/quick sand and infantry only. ...y not be to difficult but the cross reference for infantry shp & voxel and terrain tile will take some time. Also the shp building would need to be rebuild bu14 KB (2,256 words) - 05:58, 8 September 2009
- *Allow Crewed= to work with non infantry types. ...ursor=yes works only for buildings, would be good to work with other units types as well.15 KB (2,512 words) - 05:58, 8 September 2009
- |types=Random Map Files only Holds a number representing the overall 'type' of terrain the map has;-<br />454 bytes (79 words) - 15:31, 3 March 2007
- |types={{Categ|General}} This flag determines how impassable the terrain behind cliffs is. Basically, the flag controls how far away from the edge o608 bytes (108 words) - 11:48, 9 December 2019
- |types={{Categ|General}} ...3Set|sets]] themselves are not parsed from the [[Terrain Control INI files|terrain control INI files]] as they were in {{ts}}.953 bytes (156 words) - 15:08, 7 September 2021
- |types={{Categ|CombatDamage}} *[[SpawnsTiberium|Tiberium-spawning terrain object]] is destroyed1 KB (164 words) - 19:28, 29 November 2022
- |types={{categ|InfantryTypes}} ...s ''after'' his building was infiltrated. Through a bug in this logic, the terrain that is discovered by other players will also be seen.3 KB (489 words) - 19:32, 12 April 2022
- |types={{Categ|ObjectTypes}} ...any other object, but with some visual bugs/limitations. When crushed, the terrain object becomes passable, but its [[SHP|sprite]] lingers on the map until th925 bytes (150 words) - 11:58, 9 September 2019
- |types={{Categ|AircraftTypes}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}} If this flag is set to zero, speed modifiers such as [[LandTypes|terrain characteristics]] do not affect the unit's speed while the unit is moving.826 bytes (115 words) - 16:07, 21 January 2022
- |types={{Categ|BuildingTypes}} |used for parent types such as the TechnoType or Foot4 KB (632 words) - 11:36, 5 November 2012
- |types={{Categ|VehicleTypes}} ...y used for this is RailRoad and is placed using a dedicated overlay set or terrain tiles.3 KB (544 words) - 11:08, 4 May 2021
- |types={{Categ|Weapon|Weapons}} ...o friendly fire and '''is ignorant''' of ownership and does not affect the terrain in any way.1 KB (217 words) - 20:57, 15 May 2017
- |types={{Categ|Weapon|Weapons}} If set, this weapon can target terrain objects like trees and streetlights without the player having to use force264 bytes (42 words) - 00:28, 5 April 2007
- |types={{Categ|Projectiles}} ...t> cannot fire at acctual targets on the ground, but they can forcefire at terrain. In ''Red Alert 2'', this works in reverse - such weapons are unable to for1 KB (224 words) - 02:27, 18 July 2011
- |types={{Categ|Warheads}} ...the bigger the building is, and that small buildings will not create some types of animation.2 KB (307 words) - 04:37, 21 July 2014
- |types={{Categ|Warheads}} ...whether or not a [[Warheads|warhead]] can inflict damage on [[TerrainTypes|terrain objects]] such as trees, and [[OverlayTypes|overlay objects]] with {{f|Wall423 bytes (66 words) - 17:31, 26 January 2011
- ...warhead and carry damage over to any distance, but they're susceptible to terrain obstacles, buildings and water, and cannot be used by units to gain rank. T ...riumDeathToVisceroid|turn killed objects into Visceroids]]. Other particle types that can deal damage, like [[BehavesLike#BehavesLike.3DFire|fire]], have th4 KB (583 words) - 09:40, 26 July 2022
- ...is to replace everything from regular TS, including the interface and the terrain. Work began on the 22nd of June 2004 and the mod has a (very) playable publ ...firepower instead. The units are designed to be effective against specific types of unit or structure, instead of having minimum effectiveness against all t2 KB (333 words) - 22:15, 29 January 2011
- |types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, { ...for a cell is half as tall as it is wide, thus 128 equals a height of 1 in terrain elevation.2 KB (252 words) - 19:07, 9 September 2020
- ...Terrain Types|terrain type]] of the tile etc.), are defined by the [[Tools#Terrain editing|.tmp file]] of the tile. This list describes which terrain control file is responsible for which theatre. (See [[Theatres|here]] for a1 KB (213 words) - 11:18, 20 August 2006
- ! style="text-align: center;" colspan=2 | Parameter types ! style="text-align: center;" colspan=2 | Parameter types16 KB (2,073 words) - 09:53, 10 April 2024
- |types={{Categ|Objects}} {{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}}1 KB (213 words) - 11:49, 24 March 2023
- |types=Terrain Types ...speed of a unit with [[SpeedType]]=Hover when traversing tiles using this terrain type. It's also the default SpeedType of units with hover [[Locomotor]].313 bytes (47 words) - 12:07, 17 October 2012
- ...o 100% speed across all different terrain types and can't be overridden in terrain type settings. For example, defining Winged=80% under [Clear] wouldn't do a320 bytes (47 words) - 12:24, 17 October 2012
- ...or whatever reason (more below) the [[Primary]] will ''always'' attack the terrain tiles first. The [[Secondary]] if not explicitly allowed to do so will be i ...ne by the [[Verses]]. The [[Verses]] is a list of all applicable [[Armor]] types in YR in this order: none, flak, plate, light, medium, heavy, wood, steel,17 KB (2,713 words) - 14:06, 12 March 2013
- |types={{Categ|SpecialFlags}}, {{Categ|MultiplayerDialogSettings}} ...hat it's semi-transparent and [[FogRate|automatically regrows over time]]. Terrain and buildings are visible through the fog, but units and animations are not1 KB (214 words) - 10:40, 7 February 2020
- ...1}}). The idea of ''LAT'' is to provide a smooth transition when different types of tiles are placed next to each other. The image below illustrates the eff ...[General]] section of the [[Terrain Control INI files|applicable theater's terrain control INI]]. Also listed in this section are flags indicating the tileset5 KB (751 words) - 13:43, 26 August 2019
- |types={{Categ|BuildingTypes}}, {{Categ|TerrainTypes}} ...f terrain tiles when constructed. These tiles consist of all tiles using a terrain type with [[SpeedType]] percentage value for [[Float]] being higher than 0%659 bytes (103 words) - 10:47, 6 June 2021
- |types=Terrain Types ...ship [[Locomotor]]. Also used to determine whether or not this particular terrain type is affected by [[WaterBound]].410 bytes (62 words) - 12:07, 17 October 2012
- |types=Terrain Types ...speed of a unit with [[SpeedType]]=Track when traversing tiles using this terrain type. It's also the default SpeedType of VehicleTypes with [[Crusher]] set325 bytes (49 words) - 12:08, 17 October 2012
- |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
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}850 bytes (136 words) - 11:36, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}296 bytes (46 words) - 11:37, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}329 bytes (51 words) - 11:37, 19 April 2022
- |types={{Categ|OverlayTypes}} ...wth/shrinking mechanic of veins is determined in a separate [[TerrainTypes|terrain type]] that has {{f|IsVeinhole|true|link}}.1 KB (231 words) - 10:56, 1 May 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}692 bytes (110 words) - 12:12, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}419 bytes (63 words) - 19:59, 18 February 2024
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections646 bytes (94 words) - 11:37, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections562 bytes (77 words) - 11:38, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections547 bytes (76 words) - 11:38, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections638 bytes (90 words) - 11:39, 19 April 2022
- |types={{Categ|General}} ...3Set|sets]] themselves are not parsed from the [[Terrain Control INI files|terrain control INI files]] as they were in {{ts}}.661 bytes (112 words) - 10:17, 7 September 2021
- |types={{Categ|General}} ...unit will ''always'' see farther while moving at high terrain than at low terrain.743 bytes (118 words) - 20:25, 14 September 2021
- |types={{Categ|General}} ...'always'' be able to fire farther while moving at high terrain than at low terrain.759 bytes (121 words) - 20:26, 14 September 2021
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections1 KB (183 words) - 11:38, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}523 bytes (86 words) - 11:54, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets}}496 bytes (75 words) - 12:16, 19 April 2022
- |files={{Categ|Terrain Control INI}} |types={{Categ|General}}815 bytes (120 words) - 11:41, 19 April 2022
- |types={{Categ|TerrainTypes}} Specifies how fast this [[TerrainTypes|terrain object]] animates, expressed as the number of [[frame|time frames]] to wait484 bytes (70 words) - 14:16, 11 January 2024
- |types={{Categ|Lighting}} * Negative values, while technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.1 KB (164 words) - 14:44, 24 February 2024
- |types={{Categ|Lighting}} * Negative values, while technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.1 KB (164 words) - 14:44, 24 February 2024
- |types={{Categ|Lighting}} * Negative values, while technically applicable, will cause all terrain and objects using the {{tt|iso*.pal}} palette to be rendered black.1 KB (164 words) - 14:45, 24 February 2024
- |types={{Categ|Lighting}} ...the map's overall brightness, lower values make it darker. Applies to all terrain and map objects.529 bytes (72 words) - 22:18, 23 February 2024
- |types={{Categ|Lighting}} ...the map's overall brightness, lower values make it darker. Applies to all terrain and map objects.527 bytes (70 words) - 15:12, 24 February 2024