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	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=91.66.51.170</id>
	<title>ModEnc² - User contributions [en]</title>
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	<updated>2026-04-18T20:38:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Adding_A_Tank_Drop&amp;diff=4946</id>
		<title>Adding A Tank Drop</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Adding_A_Tank_Drop&amp;diff=4946"/>
		<updated>2008-03-23T12:52:34Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You thought you needed RockPatch for this feature? Well, not exactly. Though it won&#039;t be fired as a superweapon, the following instructions will help you create an aircraft that can load vehicles and drop them on parachutes: &lt;br /&gt;
&lt;br /&gt;
First, you make yourself an aircraft. The stats are up to you, but it needs to have: &lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [[Primary]]=ParadropWeapon ; or whatever name you want to give to this dummy weapon&lt;br /&gt;
 [[Carryall]]=yes&lt;br /&gt;
 [[Ammo]]=1&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
Now, when targeting, the weapon this aircraft mounts will be considered in the same way a normal weapon would. Meaning that you can (in RA2 and YR in combination with the [[Fighter]] flag on the aircraft itself), modify the dropping behaviour, just in the same way as explained in the [[Adding Paratroopers to TS]] tutorial. Just to be safe, the weapon should have a non-damaging warhead, though.&lt;br /&gt;
&lt;br /&gt;
Now, to use your tank drop, simply pick up a vehicle with your aircraft, then attack any enemy unit or building, or force-fire on the ground. Instead of firing your weapon, the aircraft will drop the vehicle on a parachute.&lt;br /&gt;
&lt;br /&gt;
This supposedly works in both TS / FS and RA2 / YR, but in RA2 / YR, you might rather use an AircraftType with [[SizeLimit]] set large enough to accomodate tanks and in TS / FS, there&#039;s a little bug to it. Do you remember how in TS, the parachute is drawn in the center of an infantry selection bracket when dropping infantry, instead of above it? Well, first the good news: when dropping vehicles, the parachute will be drawn correctly above the dropping vehicle. The bad news are that the selection bracket will &#039;&#039;still&#039;&#039; focus on the parachute. The voxel of the vehicle in question will partially be drawn &#039;&#039;underneath&#039;&#039; the selection bracket, and it will stay that way once the vehicle has landed, meaning the engine will draw the voxel slightly underneath the location where it actually exists (the selection bracket is the object considered to be moving, for example, which will cause the voxel to be drawn inside buildings whne moving next to them, for example. The selection bracket will also be the target for enemy units to fire upon, not the voxel itself...). Picking the vehicle up with a Carryall and setting it down again has been reported to reverse the effect, though.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5015</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5015"/>
		<updated>2008-03-20T10:29:40Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files=rules(md).ini&lt;br /&gt;
|values={{Values|booleans}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types=InfantryTypes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==In TS==&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039;. An InfantryType with this and [[Infiltrate]] set to &#039;yes&#039; gain the ability to enter enemy structures to various effects: &lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;Agent&#039;&#039; enters a...&lt;br /&gt;
* Building with [[Factory]]= set to any valid type, the cameo of whatever object the owning player is currently constructing will be displayed to the infiltrating player above the selected building whenever the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong [[palette]] (building palette?).&lt;br /&gt;
* Building with [[Radar]] set to &#039;yes&#039;, the infiltrating player will not only see all terrain the owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers &#039;&#039;after&#039;&#039; his building was infiltrated. Through a bug in this logic, the terrain that is discovered by other players will also be seen.&lt;br /&gt;
* Refinery - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
* Building with [[Power]] set to a number greater than &amp;quot;0&amp;quot; - Shows the power levels of the infiltrated player.&lt;br /&gt;
* Tech Center - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the unmodded game. in this mission, the flag does not show its entire potential, because the mission objective is the infiltration of only one structure. The effect of the flag is actually much more extensive and might hint to a feature that the game designers possibly planned, but cut from the final game.&lt;br /&gt;
&lt;br /&gt;
Note that this logic may cause IEs when an InfantryType is an [[Agent]] and [[Engineer]], [[C4]] bomber or [[Thief]] at the same time, though this needs further testing. The &#039;&#039;&#039;Thief&#039;&#039;&#039; is the less likely to cause IEs in this respect.&lt;br /&gt;
&lt;br /&gt;
==In RA2==&lt;br /&gt;
{{DeeZireInclusion}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039; and determines if this InfantryType has the properties of a Spy when it enters specific structures. Also requires Infiltrate=yes set on the unit. Note that this applies to the Spy logic from Red Alert 2 (not the logic from the original Red Alert) and thus is dependant upon the structure that the Spy enters. NOTE: a unit cannot be an Agent= and an Assaulter= - only one or the other.&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5013</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5013"/>
		<updated>2008-03-19T21:09:14Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In TS==&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039;. An InfantryType with this and [[Infiltrate]] set to &#039;yes&#039; gain the ability to enter enemy structures to various effects: &lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;Agent&#039;&#039; enters a...&lt;br /&gt;
* Building with [[Factory]]= set to any valid type, the cameo of whatever object the owning player is currently constructing will be displayed to the infiltrating player above the selected building whenever the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong [[palette]] (building palette?).&lt;br /&gt;
* Building with [[Radar]] set to &#039;yes&#039;, the infiltrating player will not only see all terrain the owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers &#039;&#039;after&#039;&#039; his building was infiltrated.&lt;br /&gt;
* Refinery - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
* Power Plant - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
* Tech Center - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the unmodded game. in this mission, the flag does not show its entire potential, because the mission objective is the infiltration of only one structure. The effect of the flag is actually much more extensive and might hint to a feature that the game designers possibly planned, but cut from the final game.&lt;br /&gt;
&lt;br /&gt;
Note that this logic may cause IEs when an InfantryType is an [[Agent]] and [[Engineer]], [[C4]] bomber or [[Thief]] at the same time, though this needs further testing. The &#039;&#039;&#039;Thief&#039;&#039;&#039; is the less likely to cause IEs in this respect.&lt;br /&gt;
&lt;br /&gt;
==In RA2==&lt;br /&gt;
{{DeeZireInclusion}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039; and determines if this InfantryType has the properties of a Spy when it enters specific structures. Also requires Infiltrate=yes set on the unit. Note that this applies to the Spy logic from Red Alert 2 (not the logic from the original Red Alert) and thus is dependant upon the structure that the Spy enters. NOTE: a unit cannot be an Agent= and an Assaulter= - only one or the other.&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5012</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5012"/>
		<updated>2008-03-19T21:03:43Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: /* In TS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In TS==&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039;. An InfantryType with this and [[Infiltrate]] set to &#039;yes&#039; gain the ability to enter enemy structures to various effects: &lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;Agent&#039;&#039; enters a...&lt;br /&gt;
* Building with [[Factory]]= set to any valid type, the cameo of whatever object the owning player is [[currently constructing will be displayed to the infiltrating player above the selected building whenever the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong [[palette]] (building palette?).&lt;br /&gt;
* Building with [[Radar]] set to &#039;yes&#039;, the infiltrating player will not only see all terrain the owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers &#039;&#039;after&#039;&#039; his building was infiltrated.&lt;br /&gt;
* Refinery - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
* Power Plant - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
* Tech Center - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the unmodded game. in this mission, the flag does not show its entire potential, because the mission objective is the infiltration of only one structure. The effect of the flag is actually much more extensive and hints to a feature that the game designers possibly planned, but cut from the final game.&lt;br /&gt;
&lt;br /&gt;
Note that this logic may cause IEs when an InfantryType is an [[Agent]] and [[Engineer]], [[C4]] bomber or [[Thief]] at the same time, though this needs further testing. The &#039;&#039;&#039;Thief&#039;&#039;&#039; is the less likely to cause IEs in this respect.&lt;br /&gt;
&lt;br /&gt;
==In RA2==&lt;br /&gt;
{{DeeZireInclusion}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039; and determines if this InfantryType has the properties of a Spy when it enters specific structures. Also requires Infiltrate=yes set on the unit. Note that this applies to the Spy logic from Red Alert 2 (not the logic from the original Red Alert) and thus is dependant upon the structure that the Spy enters. NOTE: a unit cannot be an Agent= and an Assaulter= - only one or the other.&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5011</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Agent&amp;diff=5011"/>
		<updated>2008-03-19T21:02:10Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In TS==&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039;. An InfantryType with this and [[Infiltrate]] set to &#039;yes&#039; gain the ability to enter enemy structures to various effects: &lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;Agent&#039;&#039; enters a...&lt;br /&gt;
* Building with [[Factory]]= set to any valid type, the cameo of whatever object the owning player is [[currently constructing will be displayed to the infiltrating player above the selected building whenever the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong [[palette]] (building palette?).&lt;br /&gt;
* Building with [[Radar]] set to &#039;yes&#039;, the infiltrating player will not only see all terrain the owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers &#039;&#039;after&#039;&#039; his building was infiltrated.&lt;br /&gt;
* Refinery - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
* Power Plant - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
* Tech Center - &#039;&#039;no effect (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the unmodded game. in this mission, the flag does not show its entire potential, because the mission objective is the infiltration of only one structure. The effect of the flag is actually much more extensive and hints to a feature that the game designers possibly planned, but cut from the final game.&lt;br /&gt;
&lt;br /&gt;
Note that this logic may cause IEs when an InfantryType is an [[Agent]] and [[Engineer]], [[C4]] bomber or [[Thief]] at the same time, though this needs further testing. Because of how the TS engine works, the &#039;&#039;&#039;Thief&#039;&#039;&#039; is the less likely to cause IEs in this respect (low &#039;&#039;parse_p&#039;&#039;, if I&#039;m not mistaken).&lt;br /&gt;
&lt;br /&gt;
==In RA2==&lt;br /&gt;
{{DeeZireInclusion}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039; and determines if this InfantryType has the properties of a Spy when it enters specific structures. Also requires Infiltrate=yes set on the unit. Note that this applies to the Spy logic from Red Alert 2 (not the logic from the original Red Alert) and thus is dependant upon the structure that the Spy enters. NOTE: a unit cannot be an Agent= and an Assaulter= - only one or the other.&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Speed&amp;diff=20348</id>
		<title>Speed</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Speed&amp;diff=20348"/>
		<updated>2008-03-19T11:11:05Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{values|float}}&lt;br /&gt;
|special=&lt;br /&gt;
|default=none&lt;br /&gt;
|types={{Categ|JumpjetControls}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|WeaponTypes}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== On ObjectTypes ==&lt;br /&gt;
&lt;br /&gt;
Specifies the movement speed of this ObjectType.&lt;br /&gt;
&lt;br /&gt;
== On WeaponTypes ==&lt;br /&gt;
Specifies the speed the weapon&#039;s projectile will have when fired. This only works on projectiles with a [[ROT]] larger than 0.&lt;br /&gt;
&lt;br /&gt;
== On JumpJet Controls ==&lt;br /&gt;
&lt;br /&gt;
Specifies the default speed of JumpJet units. Individual units can override this using the {{TTL|JumpjetSpeed}} flag.&lt;br /&gt;
&lt;br /&gt;
== In Powerups ==&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{values|special}}&lt;br /&gt;
|special=&lt;br /&gt;
|default=none&lt;br /&gt;
|types={{Categ|Powerups}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
See [{{TTL|Powerups}}].&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Who_crushes_whom&amp;diff=3024</id>
		<title>Who crushes whom</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Who_crushes_whom&amp;diff=3024"/>
		<updated>2008-02-22T21:24:42Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page details how the crushing system works. The table shows whether a defender can be crushed by an attacker, depending on how the flags {{TTL|Crusher}}, {{TTL|Crushable}}, {{TTL|OmniCrusher}} and {{TTL|OmniCrushResistant}} are set. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&#039;text-align: center;&#039;&lt;br /&gt;
|+ &#039;&#039;&#039;Can Defender be crushed by Attacker?&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|rowspan=3 |&lt;br /&gt;
|colspan=2 |&lt;br /&gt;
!colspan=4 style=&amp;quot;border: 1px solid #000000;&amp;quot;|Defender&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 |&lt;br /&gt;
|colspan=2 |{{TTL|Crushable}}&lt;br /&gt;
|colspan=2 |{{TTL|OmniCrushResistant}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 |&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|no}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|no}}&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=4 style=&amp;quot;border: 1px solid #000000;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;A&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br&amp;gt;t&amp;lt;br&amp;gt;t&amp;lt;br&amp;gt;a&amp;lt;br&amp;gt;c&amp;lt;br&amp;gt;k&amp;lt;br&amp;gt;e&amp;lt;br&amp;gt;r&lt;br /&gt;
|rowspan=2 style=&#039;vertical-align: middle;&#039; |{{TTL|Crusher}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5&amp;quot;|{{Tt|no}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 |{{TTL|OmniCrusher}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|no}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;small&amp;gt;OmniCrusher and OmniCrushResistant are only available in [[Yuri&#039;s Revenge]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empty cells signal that one property does not influence the other, specifically: &lt;br /&gt;
*{{tt|Crusher&amp;amp;#61;yes}} checks for {{tt|Crushable}} - it doesn&#039;t care whether the target can be crushed by OmniCrushers.&lt;br /&gt;
*Just because a target is not an OmniCrusher, doesn&#039;t mean it can&#039;t crush a {{tt|Crushable&amp;amp;#61;yes}} - that&#039;s determined by {{tt|Crusher}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The flags in detail:&#039;&#039;&#039;&lt;br /&gt;
*{{TTL|Crusher}} determines if this VehicleType can crush objects.&lt;br /&gt;
*{{TTL|Crushable}} determines if this object can be crushed by Crushers. &lt;br /&gt;
:&#039;&#039;Only if the Attacker is {{tt|Crusher&amp;amp;#61;yes}} and the Defender is {{tt|Crushable&amp;amp;#61;yes}}, the crushing can happen.&#039;&#039;&lt;br /&gt;
*{{TTL|OmniCrusher}}, if enabled, allows the VehicleType to crush objects who are set {{tt|Crushable&amp;amp;#61;no}}.&lt;br /&gt;
*{{TTL|OmniCrushResistant}}, if enabled, prevents all crushing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Note that setting the flag {{tt|Train&amp;amp;#;yes}} on a {{tt|UnitType}} in &#039;&#039;&#039;[[Tiberian Sun]]&#039;&#039;&#039; allows that unit to destroy (&amp;quot;crush&amp;quot;) &#039;&#039;&#039;any&#039;&#039;&#039; unit, and even buildings, it comes in contact with. However, this effect is difficult to use in-game and requires minutious commanding of the unit in order to crush buildings, as there is no corresponding {{TTL|MovementZone}} to this behaviour and any {{TTL|MovementZone}} will try to avoid contact with buildings. Wether this works on other types (infantry, aircraft) and in RA2 needs further testing. It has also not been verified that such a unit can also crush walls and objects which are {{TTL|Immune}}. It is likely, if the flag is valid and parsed in RA2, none of the aforementioned resistance flags would protect from destruction through such a contact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: General Editing Information]]&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Who_crushes_whom&amp;diff=3023</id>
		<title>Who crushes whom</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Who_crushes_whom&amp;diff=3023"/>
		<updated>2008-02-22T21:23:16Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page details how the crushing system works. The table shows whether a defender can be crushed by an attacker, depending on how the flags {{TTL|Crusher}}, {{TTL|Crushable}}, {{TTL|OmniCrusher}} and {{TTL|OmniCrushResistant}} are set. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&#039;text-align: center;&#039;&lt;br /&gt;
|+ &#039;&#039;&#039;Can Defender be crushed by Attacker?&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|rowspan=3 |&lt;br /&gt;
|colspan=2 |&lt;br /&gt;
!colspan=4 style=&amp;quot;border: 1px solid #000000;&amp;quot;|Defender&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 |&lt;br /&gt;
|colspan=2 |{{TTL|Crushable}}&lt;br /&gt;
|colspan=2 |{{TTL|OmniCrushResistant}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 |&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|no}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|no}}&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=4 style=&amp;quot;border: 1px solid #000000;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;A&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br&amp;gt;t&amp;lt;br&amp;gt;t&amp;lt;br&amp;gt;a&amp;lt;br&amp;gt;c&amp;lt;br&amp;gt;k&amp;lt;br&amp;gt;e&amp;lt;br&amp;gt;r&lt;br /&gt;
|rowspan=2 style=&#039;vertical-align: middle;&#039; |{{TTL|Crusher}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5&amp;quot;|{{Tt|no}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 |{{TTL|OmniCrusher}}&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|yes}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#e5e5e5;&amp;quot;|{{Tt|no}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|style=&amp;quot;background:#F0F0F0;&amp;quot;|{{N}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;small&amp;gt;OmniCrusher and OmniCrushResistant are only available in [[Yuri&#039;s Revenge]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empty cells signal that one property does not influence the other, specifically: &lt;br /&gt;
*{{tt|Crusher&amp;amp;#61;yes}} checks for {{tt|Crushable}} - it doesn&#039;t care whether the target can be crushed by OmniCrushers.&lt;br /&gt;
*Just because a target is not an OmniCrusher, doesn&#039;t mean it can&#039;t crush a {{tt|Crushable&amp;amp;#61;yes}} - that&#039;s determined by {{tt|Crusher}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The flags in detail:&#039;&#039;&#039;&lt;br /&gt;
*{{TTL|Crusher}} determines if this VehicleType can crush objects.&lt;br /&gt;
*{{TTL|Crushable}} determines if this object can be crushed by Crushers. &lt;br /&gt;
:&#039;&#039;Only if the Attacker is {{tt|Crusher&amp;amp;#61;yes}} and the Defender is {{tt|Crushable&amp;amp;#61;yes}}, the crushing can happen.&#039;&#039;&lt;br /&gt;
*{{TTL|OmniCrusher}}, if enabled, allows the VehicleType to crush objects who are set {{tt|Crushable&amp;amp;#61;no}}.&lt;br /&gt;
*{{TTL|OmniCrushResistant}}, if enabled, prevents all crushing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Note that setting the flag {{TTL|Train}} on a {{TTL|UnitType}} in &#039;&#039;&#039;[[Tiberian Sun]]&#039;&#039;&#039; allows that unit to destroy (&amp;quot;crush&amp;quot;) &#039;&#039;&#039;any&#039;&#039;&#039; unit, and even buildings, it comes in contact with. However, this effect is difficult to use in-game and requires minutious commanding of the unit in order to crush buildings, as there is no corresponding {{TTL|MovementZone}} to this behaviour and any {{TTL|MovementZone}} will try to avoid contact with buildings. Wether this works on other types (infantry, aircraft) and in RA2 needs further testing. It has also not been verified that such a unit can also crush walls and objects which are {{TTL|Immune}}. It is likely, if the flag is valid and parsed in RA2, none of the aforementioned resistance flags would protect from destruction through such a contact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: General Editing Information]]&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Adding_An_Airstrike_To_TS&amp;diff=4965</id>
		<title>Adding An Airstrike To TS</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Adding_An_Airstrike_To_TS&amp;diff=4965"/>
		<updated>2008-02-16T21:20:00Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Morpher&#039;s foundation...==&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple method of making an airstrike. &lt;br /&gt;
However there are obviously good things and bad things.The only bad thing is,is that the plane can&#039;t be shot down.I will supply you with some template shps to use (bear in mind there not perfect). &lt;br /&gt;
&lt;br /&gt;
First of all you need to add the following to your rules.ini &lt;br /&gt;
&lt;br /&gt;
I used a chemical missile to base this off. &lt;br /&gt;
&lt;br /&gt;
 ; Chem weapon. &lt;br /&gt;
 [ChemicalSpecial] &lt;br /&gt;
 Name=Air Strike &lt;br /&gt;
 IsPowered=true &lt;br /&gt;
 RechargeVoice= &lt;br /&gt;
 ChargingVoice= &lt;br /&gt;
 ImpatientVoice= &lt;br /&gt;
 SuspendVoice= &lt;br /&gt;
 RechargeTime= &lt;br /&gt;
 Type=AttackWaypoint &lt;br /&gt;
 SidebarImage=MltiIcon  &lt;br /&gt;
 Action=AttackWaypoint ---nicer target icon&lt;br /&gt;
 WeaponType=ChemLauncher --- nothing special there just a name change &lt;br /&gt;
 and stopped it needing weeds. &lt;br /&gt;
&lt;br /&gt;
This is the weapon that we will edit orignally from the chemical missile &lt;br /&gt;
&lt;br /&gt;
 ; Chemical missile launcher &lt;br /&gt;
 [ChemLauncher] &lt;br /&gt;
 Damage=0 &lt;br /&gt;
 ROF=1 ; 0 &lt;br /&gt;
 Range=6 &lt;br /&gt;
 Projectile=Invisible &lt;br /&gt;
 Speed=35 -------depending on the speed you could make it have a delay or make it longer       &lt;br /&gt;
 for the plane to reach its destination&lt;br /&gt;
 Report=none &lt;br /&gt;
&lt;br /&gt;
your warhead for the airstrike &lt;br /&gt;
&lt;br /&gt;
 ; Air Strike  Warhead &lt;br /&gt;
 [STRIKE] &lt;br /&gt;
 Spread=3 &lt;br /&gt;
 Wall=no &lt;br /&gt;
 Wood=no &lt;br /&gt;
 Rocker=no &lt;br /&gt;
 Verses=1%,1%,1%,1%,1% &lt;br /&gt;
 Conventional=no &lt;br /&gt;
 InfDeath=3 &lt;br /&gt;
 AnimList=BOMBPAS &lt;br /&gt;
 ProneDamage=0% &lt;br /&gt;
&lt;br /&gt;
Thats the rules done. &lt;br /&gt;
&lt;br /&gt;
Now we move onto to art.ini &lt;br /&gt;
&lt;br /&gt;
Simply add the following &lt;br /&gt;
&lt;br /&gt;
As I said earlier I have supplied templates for this to work &lt;br /&gt;
&lt;br /&gt;
 [BOMBPAS] ----plane flying over dropping bombs/mines &lt;br /&gt;
 Normalized=yes &lt;br /&gt;
 Translucent=no &lt;br /&gt;
 AltPalette=yes &lt;br /&gt;
 Rate=370 &lt;br /&gt;
 Next=SEXPB &lt;br /&gt;
&lt;br /&gt;
 [SEXPB]  --- 1st bomb going off (starts from the left on this tut) &lt;br /&gt;
 Translucent=yes &lt;br /&gt;
 UseNormalLight=yes &lt;br /&gt;
 Report=EXPNEW13 &lt;br /&gt;
 Damage=30 &lt;br /&gt;
 Crater=yes &lt;br /&gt;
 Scorch=yes &lt;br /&gt;
 Rate=900 &lt;br /&gt;
 Next=SEXPB2 &lt;br /&gt;
&lt;br /&gt;
 [SEXPB2] --- 2nd bomb &lt;br /&gt;
 Translucent=yes &lt;br /&gt;
 UseNormalLight=yes &lt;br /&gt;
 Report=EXPNEW13 &lt;br /&gt;
 Crater=yes &lt;br /&gt;
 Damage=30 &lt;br /&gt;
 Scorch=yes &lt;br /&gt;
 Rate=900 &lt;br /&gt;
 Next=SEXPB3 &lt;br /&gt;
&lt;br /&gt;
 [SEXPB3] --- 3rd bomb &lt;br /&gt;
 Translucent=yes &lt;br /&gt;
 UseNormalLight=yes &lt;br /&gt;
 Report=EXPNEW13 &lt;br /&gt;
 Crater=yes &lt;br /&gt;
 Damage=30 &lt;br /&gt;
 Scorch=yes &lt;br /&gt;
 Rate=900 &lt;br /&gt;
 Next=SEXPB4 &lt;br /&gt;
&lt;br /&gt;
 [SEXPB4] --- 4th bomb &lt;br /&gt;
 Translucent=yes &lt;br /&gt;
 UseNormalLight=yes &lt;br /&gt;
 Report=EXPNEW13 &lt;br /&gt;
 Crater=yes &lt;br /&gt;
 Scorch=yes &lt;br /&gt;
 Damage=30 &lt;br /&gt;
 Rate=900 &lt;br /&gt;
 Next=SEXPB5 &lt;br /&gt;
&lt;br /&gt;
 [SEXPB5] --- 5th bomb &lt;br /&gt;
 Translucent=yes &lt;br /&gt;
 UseNormalLight=yes &lt;br /&gt;
 Report=EXPNEW13 &lt;br /&gt;
 Crater=yes &lt;br /&gt;
 Scorch=yes &lt;br /&gt;
 Damage=30 &lt;br /&gt;
 Rate=900 &lt;br /&gt;
 Next=SEXPB6 &lt;br /&gt;
&lt;br /&gt;
 [SEXPB6] -- 6th bomb &lt;br /&gt;
 Translucent=yes &lt;br /&gt;
 UseNormalLight=yes &lt;br /&gt;
 Report=EXPNEW13 &lt;br /&gt;
 Crater=yes &lt;br /&gt;
 Damage=30 &lt;br /&gt;
 Scorch=yes &lt;br /&gt;
 Rate=900 &lt;br /&gt;
&lt;br /&gt;
You can make each indivual bomb more powerful than the last,or just change all of their damages to the same.30 damage is a weak damage amount and the explosions occur in different places,you may wish to increase the damage. &lt;br /&gt;
&lt;br /&gt;
Also remember the building you wish this to be triggered by or effectively come from must have NukeSilo=yes. &lt;br /&gt;
&lt;br /&gt;
Enjoy this. &lt;br /&gt;
&lt;br /&gt;
[[Media:Airstrike.zip|Airstrike tools]]&lt;br /&gt;
&lt;br /&gt;
== ...and Millennium&#039;s extension ==&lt;br /&gt;
&lt;br /&gt;
The method of using an animation containing a passing plane can also be used via another method to create an airstrike. Here, the plane needs the flag &amp;lt;tt&amp;gt;[[IsMeteor]]=yes&amp;lt;/tt&amp;gt; and a high maximum X velocity with a minimal Y velocity. The &amp;lt;tt&amp;gt;[[Trailer]]&amp;lt;/tt&amp;gt; is set to another animation, which is the acctual bomb. This bomb animation is set to be a meteor as well, anc can be copied right from METLARGE or METSMALL, however, both the image and damage should be revised.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:TS]]&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Cluster&amp;diff=7034</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Cluster&amp;diff=7034"/>
		<updated>2008-02-16T19:08:51Z</updated>

		<summary type="html">&lt;p&gt;91.66.51.170: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=Cluster&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Unsigned integers&lt;br /&gt;
|default=0&lt;br /&gt;
|types={{Categ|Projectile|Projectiles}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This flag defines the amount of &amp;lt;tt&amp;gt;[[AirburstWeapon]]=&amp;lt;/tt&amp;gt; shots to fire if the projectile has &amp;lt;tt&amp;gt;[[Airburst]]=yes&amp;lt;/tt&amp;gt; set. With no &amp;lt;tt&amp;gt;[[AirburstWeapon]]=&amp;lt;/tt&amp;gt; set, this defines the number of seperate explosions caused when the projectile hits. The explosions are spread around the point of impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do these explosions each account for full damage, or is the Damage= divided by Cluster=? And what is the spread pattern?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>91.66.51.170</name></author>
	</entry>
</feed>