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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 file
    11 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 drop
    2 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=yes
    7 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 bu
    14 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 o
    608 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 destroyed
    1 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 th
    925 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 Foot
    4 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 force
    264 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 for
    1 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|Wall
    423 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 th
    4 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 t
    2 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 a
    1 KB (213 words) - 11:18, 20 August 2006
  • ! style="text-align: center;" colspan=2 | Parameter types ! style="text-align: center;" colspan=2 | Parameter types
    16 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 a
    320 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 not
    1 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 tileset
    5 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]] set
    325 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]] 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
  • |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 sections
    646 bytes (94 words) - 11:37, 19 April 2022
  • |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections
    562 bytes (77 words) - 11:38, 19 April 2022
  • |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections
    547 bytes (76 words) - 11:38, 19 April 2022
  • |files={{Categ|Terrain Control INI}} |types={{Categ|TileSets|Tile set}} animation sections
    638 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 sections
    1 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 wait
    484 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