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  • |Deploy |Deploy
    5 KB (771 words) - 19:34, 15 December 2007
  • ...s locomotor will be unable to use [[Harvester]] functions or [[DeploysInto|deploy]]. When given orders to attack a target outside the range of their weapon,
    10 KB (1,675 words) - 13:26, 7 January 2024
  • |values=AttackMove, AutoDeploy, Beacon, Cheer, Deploy, Guard, PlanningMode, Stop, Team01, Team02, Team03, TypeSelect |Marked "Currently unsupported."; if it worked, the unit would auto-deploy when necessary.
    2 KB (296 words) - 23:41, 8 November 2007
  • Note that without [[RockPatch]], if you specify too many infantry to deploy via a PDPLANE then
    2 KB (270 words) - 00:01, 28 February 2009
  • ...em using a Construction Yard with any Foundation smaller than 2x2, it will deploy the construction yard but will not build anything.
    6 KB (828 words) - 09:05, 14 February 2023
  • :- ImmuneToRadiation=yes on normal InfantryTypes somehow fucks up the deploy-code, leading to what I dubbed the "Weird Bug". ...on the Deso will prevent him from firing when deployed (note that he does deploy, he just doesn't fire).
    7 KB (1,150 words) - 15:51, 26 June 2023
  • ...eir own radar as if the tag wasn't there. This is useful for infantry that deploy "into the ground" as a method of cloaking. Think of the burrow ability that
    4 KB (635 words) - 05:58, 8 September 2009
  • ...named "WaterDeploysInto=" that specifies the building that that unit will deploy into over water, seperate from "DeploysInto=" {{sup|[[RockPatch_talk:Wishli ...stem]]. {{sup|[[RockPatch talk:Wishlist#Problems with old Deploy Logic|Old deploy logics has several limitations/bugs]]}}
    14 KB (2,256 words) - 05:58, 8 September 2009
  • *Make a working Mobile Gap Generator (which doesn't need to deploy) [pd] ...d into when charged through a tag like ChargedUnit=xxxx, or if you have to deploy to change to the charged unit (MustDeployWhenCharged=yes/no), which could l
    8 KB (1,342 words) - 05:58, 8 September 2009
  • *Enable VehicleTypes to deploy into VehicleTypes in addition to default BuildingTypes. Or enable deploying ...frames to use, like [Weapon]AttackCursor=start_frame,end_frame; [Unit]Move/Deploy/EnterCursor= )
    15 KB (2,512 words) - 05:58, 8 September 2009
  • Specifies the keyboard shortcut used to (un-)deploy the currently selected object(s).
    291 bytes (44 words) - 19:51, 4 March 2007
  • Production allows the AI to deploy any undeployed MCV it owns. This may interfere with existing [[ScriptTypes|
    5 KB (784 words) - 18:23, 13 November 2023
  • Specifies the [[BuildingType]] that this VehicleType can deploy into (the {{f|UndeploysInto|link}} flag specifies what VehicleType that Bui
    454 bytes (64 words) - 09:52, 27 November 2009
  • ...in' exceeds the power production by the amount specified in ExtraPower, no deploy cursor will show anymore when the mouse is over the building.
    2 KB (338 words) - 14:47, 12 July 2011
  • If a [[VehicleType]] is set to deploy to fire its {{f|Secondary|link}} weapon but it has {{f|OmniFire|yes|link}}
    980 bytes (173 words) - 10:23, 27 November 2009
  • | D || [[DeployObject|(Un-)Deploy object]]
    2 KB (214 words) - 19:34, 15 August 2006
  • <li>'''AI wont deploy the Siege Chopper.'''<br> In very rare cases the AI does deploy the Siege Chopper, but this is only next to their Warfactory like with scri
    2 KB (287 words) - 15:02, 26 June 2017
  • ...pack up again once it is deployed, meaning wherever the player chooses to deploy it is where it is going to stay unless it is sold or destroyed. The benefit ...War Factory (as a vehicle), which can then move to another location to re-deploy as described above.
    3 KB (546 words) - 11:41, 6 August 2010
  • ...he hands of specialised infantry units, the Indian Legion would be able to deploy containment squads anywhere. The Atlantic Legion worked on their vehicular
    4 KB (691 words) - 00:48, 28 November 2007
  • ...ed from it, the player selects the Barracks and then clicks on it once the deploy cursor appears. However, the same action is also used to evacuate a garriso
    1 KB (232 words) - 11:41, 6 August 2010
  • ...|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