<?xml version="1.0"?>
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	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=99.137.22.135</id>
	<title>ModEnc² - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=99.137.22.135"/>
	<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/Special:Contributions/99.137.22.135"/>
	<updated>2026-04-28T11:30:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AirstripLimit&amp;diff=5159</id>
		<title>AirstripLimit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AirstripLimit&amp;diff=5159"/>
		<updated>2011-08-09T01:33:16Z</updated>

		<summary type="html">&lt;p&gt;99.137.22.135: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values=unsigned floats&lt;br /&gt;
|default=5 (RA1-TS) 0 (RA2-YR)&lt;br /&gt;
|types=AI Controls&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;
}}&lt;br /&gt;
&lt;br /&gt;
In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build.&lt;br /&gt;
&lt;br /&gt;
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri&#039;s Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip.&lt;/div&gt;</summary>
		<author><name>99.137.22.135</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AirstripRatio&amp;diff=5166</id>
		<title>AirstripRatio</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AirstripRatio&amp;diff=5166"/>
		<updated>2011-08-09T01:32:24Z</updated>

		<summary type="html">&lt;p&gt;99.137.22.135: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values=unsigned floats&lt;br /&gt;
|default=.12&lt;br /&gt;
|types=AI Controls&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;
}}&lt;br /&gt;
&lt;br /&gt;
In Red Alert 1 this determines ratio of base that should be composed of Air Fields [AFLD].&lt;br /&gt;
&lt;br /&gt;
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri&#039;s Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the ratio of base that should be composed Airstrips.&lt;/div&gt;</summary>
		<author><name>99.137.22.135</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AirstripLimit&amp;diff=5158</id>
		<title>AirstripLimit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AirstripLimit&amp;diff=5158"/>
		<updated>2011-08-09T01:23:49Z</updated>

		<summary type="html">&lt;p&gt;99.137.22.135: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values=unsigned floats&lt;br /&gt;
|default=5 (RA1-TS) 0 (RA2-YR)&lt;br /&gt;
|types=AI Controls&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;
}}&lt;br /&gt;
&lt;br /&gt;
In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build.&lt;br /&gt;
&lt;br /&gt;
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri&#039;s Revenge this key is not fully implemented. All three game.exes do not have a “Build Airstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip.&lt;/div&gt;</summary>
		<author><name>99.137.22.135</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AirstripLimit&amp;diff=5157</id>
		<title>AirstripLimit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AirstripLimit&amp;diff=5157"/>
		<updated>2011-08-09T01:13:42Z</updated>

		<summary type="html">&lt;p&gt;99.137.22.135: &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=unsigned floats&lt;br /&gt;
|default=5 (RA1-TS) 0 (RA2-YR)&lt;br /&gt;
|types={{Categ|AI Controls} &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;
In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build.&lt;br /&gt;
&lt;br /&gt;
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri&#039;s Revenge this key is not fully implemented. All three game.exes do not have a “Build Airstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip.&lt;/div&gt;</summary>
		<author><name>99.137.22.135</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=PingPong&amp;diff=17858</id>
		<title>PingPong</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=PingPong&amp;diff=17858"/>
		<updated>2011-08-05T02:41:36Z</updated>

		<summary type="html">&lt;p&gt;99.137.22.135: Created page with &amp;quot;{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values={{values|boolean}} |default=no |types= {{Categ|Animations}} |ts=yes |fs=yes |ets=yes |ra2=yes |yr=yes |rp=yes }}  I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types= {{Categ|Animations}}&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;
If an [[Animation]] has PingPong= set to &amp;quot;yes&amp;quot; the game will play the Animation forward tell it reaches the number of frames as defined by [[LoopEnd]]. Once it has reached the [[LoopEnd]]. It will make the [[Animation]] play backwards from [[LoopEnd]] to [[LoopStart]]. If the [[Animation]] has [[LoopCount]] set to &amp;quot;-1&amp;quot; known as &amp;quot;infinite looping&amp;quot;. It will repeat a cycle of playing the [[Animation]] backward and forwards.&lt;br /&gt;
&lt;br /&gt;
Note: PingPong is a bugged key. It causes the game to become confused when the [[Animation]] has damage frames. The Tiberian Sun GDI Radar disk has this bug. The damaged radar disk [[Animation]] will jump between frames and once the GDI Radar is fully repaired it will continue to play the damaged radar disk [[Animation]].&lt;/div&gt;</summary>
		<author><name>99.137.22.135</name></author>
	</entry>
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