<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ATHSE</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=ATHSE"/>
	<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/Special:Contributions/ATHSE"/>
	<updated>2026-04-18T15:17:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MobileFire&amp;diff=28621</id>
		<title>MobileFire</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MobileFire&amp;diff=28621"/>
		<updated>2025-06-17T09:20:09Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{categ|ini=rules}}&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|default=yes&lt;br /&gt;
|types={{Categ|Technoes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Disabling this feature prevents a unit that fired from reloading its ammo while on the move. This isn&#039;t exactly the same as being unable to fire during a move order, but can manifest that way.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
Negative value doesn&#039;t work correctly: a moving unit instructed to fire will happily fire while moving, but its weapon [[ROF]] will be reset to &amp;quot;ready to fire&amp;quot; status whenever it stops. Such a unit seems to ignore the {{f|CanPassiveAquire|yes|link}} setting while moving, however.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[FireWhileMoving]] (YR)&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FireWhileMoving&amp;diff=28620</id>
		<title>FireWhileMoving</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FireWhileMoving&amp;diff=28620"/>
		<updated>2025-06-17T09:16:15Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: Created page with &amp;quot;{{Flag |values={{Values|bool}} |default=no |types=Weapons |yr=yes }} Specifies whether or not the unit attempting to fire this weapon must stop before doing so - it cannot fire the weapon whilst on the move. This was introduced to ensure the Floating Disk stayed stationary above its target when using its &amp;#039;drain&amp;#039; weapon.   ==See Also== MobileFire&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types=[[Weapons]]&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies whether or not the unit attempting to fire this weapon must stop before doing so - it cannot fire the weapon whilst on the move. This was introduced to ensure the Floating Disk stayed stationary above its target when using its &#039;drain&#039; weapon. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[MobileFire]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28615</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28615"/>
		<updated>2025-06-15T07:50:02Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide|yes}} in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes|link}}.&lt;br /&gt;
&lt;br /&gt;
{{tt|Suicide}} uses the warhead defined by {{f|C4Warhead|link}} under [CombatDamage].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]] (YR), the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28614</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28614"/>
		<updated>2025-06-15T07:47:55Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide|yes}} in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes|link}}.&lt;br /&gt;
&lt;br /&gt;
{{tt|Suicide}} uses the warhead defined by {{f|C4Warhead|link}} under [CombatDamage].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]] (YR), the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28613</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28613"/>
		<updated>2025-06-15T07:39:15Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide|yes}} in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes|link}}.&lt;br /&gt;
&lt;br /&gt;
{{tt|Suicide}} uses the warhead defined by {{f|C4Warhead|link}} under [CombatDamage].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28612</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28612"/>
		<updated>2025-06-15T07:38:11Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide|yes}} in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes}}.&lt;br /&gt;
&lt;br /&gt;
{{tt|Suicide}} uses the warhead defined by {{f|C4Warhead|link}} under [CombatDamage].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28611</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28611"/>
		<updated>2025-06-15T07:19:49Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide|yes}} in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes}}.&lt;br /&gt;
&lt;br /&gt;
{{tt|Suicide}} uses the warhead defined by {{f|C4Warhead|link}} under [CombatDamage].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?).&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28610</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28610"/>
		<updated>2025-06-15T07:19:29Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide|yes}} in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes}}.&lt;br /&gt;
&lt;br /&gt;
{{tt|Suicide}} uses the warhead defined by {{f|C4Warhead}} under [CombatDamage].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?).&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28609</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28609"/>
		<updated>2025-06-15T06:54:23Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide|yes}} in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes}}.&lt;br /&gt;
&lt;br /&gt;
{{tt|Suicide}} uses the same warhead as any warhead in the tag section. [[C4Warhead]].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?).&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28608</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28608"/>
		<updated>2025-06-15T06:52:56Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide}} entry in TeamTypes pertains to response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors even if {{f|Crewed|yes}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suicide&amp;lt;/b&amp;gt; uses the same warhead as any warhead in the tag section. [[C4Warhead]].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?).&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28607</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28607"/>
		<updated>2025-06-15T06:51:13Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: /* In {{ra2}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide}} entry in TeamTypes pertains to response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#eip_00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors (see {{f|Crewed|link}}).&lt;br /&gt;
*&amp;lt;b&amp;gt;Suicide&amp;lt;/b&amp;gt; uses the same warhead as any warhead in the tag section. [[C4Warhead]].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?).&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28606</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28606"/>
		<updated>2025-06-15T06:50:34Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide}} entry in TeamTypes pertains to response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an [[Internal_Error#00417D05|Internal Error]]. If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors (see {{f|Crewed|link}}).&lt;br /&gt;
*&amp;lt;b&amp;gt;Suicide&amp;lt;/b&amp;gt; uses the same warhead as any warhead in the tag section. [[C4Warhead]].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?).&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28605</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28605"/>
		<updated>2025-06-15T06:49:15Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide}} entry in TeamTypes pertains to response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an Internal Error (EIP 00417D05). If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors (see {{f|Crewed|link}}).&lt;br /&gt;
*&amp;lt;b&amp;gt;Suicide&amp;lt;/b&amp;gt; uses the same warhead as any warhead in the tag section. [[C4Warhead]].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?).&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28604</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28604"/>
		<updated>2025-06-15T06:46:37Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|Suicide}} entry in TeamTypes pertains to response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an Internal Error (EIP 00417D05). If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors (see {{f|Crewed|link}}).&lt;br /&gt;
*&amp;lt;b&amp;gt;Suicide&amp;lt;/b&amp;gt; uses the same warhead as any warhead in the tag section. [[C4Warhead]].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*If the weapon is used through [[OccupyWeapon]],[[EliteOccupyWeapon]] will make [[buildingTypes]] will be destroyed instead,[[InfantryTypes]] located inside all buildings. Will not take damage from this weapon.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28603</id>
		<title>Suicide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Suicide&amp;diff=28603"/>
		<updated>2025-06-15T06:45:53Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: formatter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In [[TeamTypes]]==&lt;br /&gt;
{{f|Suicide}} entry in TeamTypes pertains to response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check {{f|Aggressive|link}} for details.&lt;br /&gt;
&lt;br /&gt;
{{flag&lt;br /&gt;
|values={{values|Boolean}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes}}&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] This flag got backported from YR into [[Vinifera Engine Extension|Vinifera]]. For more information, check out the official [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#suicide Vinifera documentation].}}&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting {{f|Explodes|yes|link}}. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an [[AircraftTypes|AircraftType]], it will cause an Internal Error (EIP 00417D05). If the weapon is fired as {{f|DeathWeapon|link}}, it does not cause problems with AircraftTypes.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* An object that is destroyed by firing a weapon with {{f|Suicide|yes}} will not leave any survivors (see {{f|Crewed|link}}).&lt;br /&gt;
*&amp;lt;b&amp;gt;Suicide&amp;lt;/b&amp;gt; uses the same warhead as any warhead in the tag section. [[C4Warhead]].&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*If the weapon is used through [[OccupyWeapon]],[[EliteOccupyWeapon]] will make [[buildingTypes]] will be destroyed instead,[[InfantryTypes]] located inside all buildings. Will not take damage from this weapon.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28587</id>
		<title>FreeUnit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28587"/>
		<updated>2025-05-26T12:29:34Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: removed excessive links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|values={{Values|Strings|[[VehicleTypes]]}}&lt;br /&gt;
|default=&amp;lt;none&amp;gt;&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the [[VehicleType|vehicle]] that should appear beside this [[BuildingTypes|building]] when it is placed after being constructed by the player (the &#039;&#039;&#039;unit&#039;&#039;&#039; comes &#039;&#039;&#039;free&#039;&#039;&#039; with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.&lt;br /&gt;
&lt;br /&gt;
The {{f|FreeUnit}} {{f|Cost|link}} is not taken into account when the building is sold. In {{ra2}} and {{yr}}, the building&#039;s {{f|Soylent|link}} is based on the {{f|Cost}} of the building only, so you need to set the {{f|Soylent}} for the building manually. In the case of the Ore Refinery, {{f|Soylent}} is set to 300 because the Ore Refinery has {{f|Cost|2000}} and its {{f|FreeUnit}} has {{f|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a building).&lt;br /&gt;
&lt;br /&gt;
== FreeUnit and Industrial Plant Logic ==&lt;br /&gt;
As far as [[FactoryPlant|Industrial Plant logic]] is concerned, &#039;free units&#039; are not actually free.&lt;br /&gt;
In the case of the Ore Refinery ({{f|Cost|2000|link}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time.&lt;br /&gt;
&lt;br /&gt;
Assuming the original Industrial Plant settings are used, VehicleTypes prices are reduced to 75% and BuildingTypes prices are not reduced. Therefore the price of the Ore Refinery becomes:&lt;br /&gt;
 (0.75 x 1400) + 600 = 1650&lt;br /&gt;
&lt;br /&gt;
If the Industrial Plant is set so that BuildingTypes prices were reduced to 50% as well (or made a new Industrial Plant), then the price of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + (0.5 x 600) = 1350&lt;br /&gt;
&lt;br /&gt;
Note that multiple Industrial Plants stack their bonuses. For example, owning two Industrial Plants would cause the price of the Ore Refinery to become:&lt;br /&gt;
 (0.75 x (0.75 x 1400)) + 600 = 1387.5&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the {{f|Cost|link}} of the {{f|FreeUnit}} is higher than the {{f|Cost}} of the building, then the price of the building will be overridden to match the {{f|Cost}} of the {{f|FreeUnit}}. For example, if you have a building with {{f|Cost|500}} and its {{f|FreeUnit}} has {{f|Cost|2000}} then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.&lt;br /&gt;
&lt;br /&gt;
If the player owns an Industrial Plant that reduces the cost of vehicles and/or buildings, using a very small multiplier, such as 0.01, then {{f|FreeUnit}} logic will cease to function on all other buildings. The free unit will not be created.&lt;br /&gt;
&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;br /&gt;
[[Category:INI_Flags]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28586</id>
		<title>FreeUnit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28586"/>
		<updated>2025-05-26T12:24:44Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|values={{Values|Strings|[[VehicleTypes]]}}&lt;br /&gt;
|default=&amp;lt;none&amp;gt;&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the [[VehicleType|vehicle]] that should appear beside this [[BuildingType|building]] when it is placed after being constructed by the player (the &#039;&#039;&#039;unit&#039;&#039;&#039; comes &#039;&#039;&#039;free&#039;&#039;&#039; with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.&lt;br /&gt;
&lt;br /&gt;
The {{f|FreeUnit}} {{f|Cost|link}} is not taken into account when the building is sold. In {{ra2}} and {{yr}}, the building&#039;s {{f|Soylent|link}} is based on the {{f|Cost}} of the building only, so you need to set the {{f|Soylent}} for the building manually. In the case of the Ore Refinery, {{f|Soylent}} is set to 300 because the Ore Refinery has {{f|Cost|2000}} and its {{f|FreeUnit}} has {{f|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a [[BuildingType|building]]).&lt;br /&gt;
&lt;br /&gt;
== FreeUnit and Industrial Plant Logic ==&lt;br /&gt;
As far as [[FactoryPlant|Industrial Plant logic]] is concerned, &#039;free units&#039; are not actually free.&lt;br /&gt;
In the case of the Ore Refinery ({{f|Cost|2000|link}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time.&lt;br /&gt;
Assuming the original [[FactoryPlant|Industrial Plant]] settings are used, [[VehicleType|vehicle]] prices are reduced to 75% and [[BuildingType|building]] prices are not reduced.&lt;br /&gt;
Therefore the price of the Ore Refinery becomes:&lt;br /&gt;
 (0.75 x 1400) + 600 = 1650&lt;br /&gt;
&lt;br /&gt;
If you changed the [[FactoryPlant|Industrial Plant]] so that [[BuildingType|building]] prices were reduced to 50% as well (or made a new [[FactoryPlant|Industrial Plant]]), then the price of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + (0.5 x 600) = 1350&lt;br /&gt;
&lt;br /&gt;
Note that multiple [[FactoryPlant|Industrial Plants]] stack their bonuses. For example, owning two [unmodded] [[FactoryPlant|Industrial Plants]] would cause the price of the Ore Refinery to become:&lt;br /&gt;
 (0.75 x (0.75 x 1400)) + 600 = 1387.5&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the {{f|Cost|link}} of the {{f|FreeUnit}} is higher than the {{f|Cost}} of the building, then the price of the building will be overridden to match the {{f|Cost}} of the {{f|FreeUnit}}. For example, if you have a building with {{f|Cost|500}} and its {{f|FreeUnit}} has {{f|Cost|2000}} then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.&lt;br /&gt;
&lt;br /&gt;
If the player owns an [[FactoryPlant|Industrial Plant]] that reduces the cost of [[VehicleTypes|vehicles]] and/or [[BuildingTypes|buildings]], using a very small multiplier, such as 0.01, then {{f|FreeUnit}} logic will cease to function on all other buildings. The free unit will not be created.&lt;br /&gt;
&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;br /&gt;
[[Category:INI_Flags]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28585</id>
		<title>FreeUnit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28585"/>
		<updated>2025-05-26T12:23:39Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|values={{Values|Strings|[[VehicleTypes]]}}&lt;br /&gt;
|default=&amp;lt;none&amp;gt;&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the [[VehicleType|vehicle]] that should appear beside this [[BuildingType|building]] when it is placed after being constructed by the player (the &#039;&#039;&#039;unit&#039;&#039;&#039; comes &#039;&#039;&#039;free&#039;&#039;&#039; with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.&lt;br /&gt;
&lt;br /&gt;
The {{f|FreeUnit}} {{f|Cost|link}} is not taken into account when the building is sold. In {{ra2}} and {{yr}}, the building&#039;s {{f|Soylent|link}} is based on the {{f|Cost}} of the building only, so you need to set the {{f|Soylent}} for the building manually. In the case of the Ore Refinery, {{f|Soylent}} is set to 300 because the Ore Refinery has {{f|Cost|2000}} and its {{f|FreeUnit}} has {{f|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a [[BuildingType|building]]).&lt;br /&gt;
&lt;br /&gt;
== FreeUnit and Industrial Plant Logic ==&lt;br /&gt;
As far as [[FactoryPlant|Industrial Plant logic]] is concerned, &#039;free units&#039; are not actually free.&lt;br /&gt;
In the case of the Ore Refinery ({{f|Cost|2000|link}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time.&lt;br /&gt;
Assuming the original [[FactoryPlant|Industrial Plant]] settings are used, [[VehicleType|vehicle]] prices are reduced to 75% and [[BuildingType|building]] prices are not reduced.&lt;br /&gt;
Therefore the price of the Ore Refinery becomes:&lt;br /&gt;
 (0.75 x 1400) + 600 = 1650&lt;br /&gt;
&lt;br /&gt;
If you changed the [[FactoryPlant|Industrial Plant]] so that [[BuildingType|building]] prices were reduced to 50% as well (or made a new [[FactoryPlant|Industrial Plant]]), then the price of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + (0.5 x 600) = 1350&lt;br /&gt;
&lt;br /&gt;
Note that multiple [[FactoryPlant|Industrial Plants]] stack their bonuses. For example, owning two [unmodded] [[FactoryPlant|Industrial Plants]] would cause the price of the Ore Refinery to become:&lt;br /&gt;
 (0.75 x (0.75 x 1400)) + 600 = 1387.5&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the {{f|Cost|link}} of the {{f|FreeUnit}} is higher than the {{f|Cost}} of the building, then the price of the building will be overridden to match the {{f|Cost}} of the {{f|FreeUnit}}. For example, if you have a building with {{f|Cost|500}} and its {{f|FreeUnit}} has {{f|Cost|2000}} then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.&lt;br /&gt;
&lt;br /&gt;
If the player owns an [[FactoryPlant|Industrial Plant]] that reduces the cost of [[VehicleTypes|vehicles]] and/or [[BuildingTypes|buildings]], using a very small multiplier, such as 0.01, then {{f|FreeUnit}} logic will cease to function on all other buildings, the free unit will not appear.&lt;br /&gt;
&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;br /&gt;
[[Category:INI_Flags]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28584</id>
		<title>FreeUnit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28584"/>
		<updated>2025-05-26T12:21:48Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|values={{Values|Strings|[[VehicleTypes]]}}&lt;br /&gt;
|default=&amp;lt;none&amp;gt;&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the [[VehicleType|vehicle]] that should appear beside this [[BuildingType|building]] when it is placed after being constructed by the player (the &#039;&#039;&#039;unit&#039;&#039;&#039; comes &#039;&#039;&#039;free&#039;&#039;&#039; with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.&lt;br /&gt;
&lt;br /&gt;
The {{f|FreeUnit}} {{f|Cost|link}} is not taken into account when the building is sold. In {{ra2}} and {{yr}}, the building&#039;s {{f|Soylent|link}} is based on the {{f|Cost}} of the building only, so you need to set the {{f|Soylent}} for the building manually. In the case of the Ore Refinery, {{f|Soylent}} is set to 300 because the Ore Refinery has {{f|Cost|2000}} and its {{f|FreeUnit}} has {{f|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a [[BuildingType|building]]).&lt;br /&gt;
&lt;br /&gt;
== FreeUnit and Industrial Plant Logic ==&lt;br /&gt;
As far as [[FactoryPlant|Industrial Plant logic]] is concerned, &#039;free units&#039; are not actually free.&lt;br /&gt;
In the case of the Ore Refinery ({{f|Cost|2000|link}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time.&lt;br /&gt;
Assuming the original [[FactoryPlant|Industrial Plant]] settings are used, [[VehicleType|vehicle]] prices are reduced to 75% and [[BuildingType|building]] prices are not reduced.&lt;br /&gt;
Therefore the price of the Ore Refinery becomes:&lt;br /&gt;
 (0.75 x 1400) + 600 = 1650&lt;br /&gt;
&lt;br /&gt;
If you changed the [[FactoryPlant|Industrial Plant]] so that [[BuildingType|building]] prices were reduced to 50% as well (or made a new [[FactoryPlant|Industrial Plant]]), then the price of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + (0.5 x 600) = 1350&lt;br /&gt;
&lt;br /&gt;
Note that multiple [[FactoryPlant|Industrial Plants]] stack their bonuses. For example, owning two [unmodded] [[FactoryPlant|Industrial Plants]] would cause the price of the Ore Refinery to become:&lt;br /&gt;
 (0.75 x (0.75 x 1400)) + 600 = 1387.5&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the {{f|Cost|link}} of the {{f|FreeUnit}} is higher than the {{f|Cost}} of the building, then the price of the building will be overridden to match the {{f|Cost}} of the {{f|FreeUnit}}. For example, if you have a building with {{f|Cost|500}} and its {{f|FreeUnit}} has {{f|Cost|2000}} then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.&lt;br /&gt;
&lt;br /&gt;
If you own an [[FactoryPlant|Industrial Plant]] that reduces the cost of [[VehicleTypes|vehicles]] and/or [[BuildingTypes|buildings]] (whether one or both of these causes the problem has not been established) using a very small multiplier, say 0.01, then {{f|FreeUnit}} logic will cease to function on all your buildings - i.e. the free unit will not appear.&lt;br /&gt;
&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;br /&gt;
[[Category:INI_Flags]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28583</id>
		<title>FreeUnit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28583"/>
		<updated>2025-05-26T12:20:47Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|values={{Values|Strings|[[VehicleTypes]]}}&lt;br /&gt;
|default=&amp;lt;none&amp;gt;&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the [[VehicleType|vehicle]] that should appear beside this [[BuildingType|building]] when it is placed after being constructed by the player (the &#039;&#039;&#039;unit&#039;&#039;&#039; comes &#039;&#039;&#039;free&#039;&#039;&#039; with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.&lt;br /&gt;
&lt;br /&gt;
The {{f|FreeUnit}} {{f|Cost|link}} is not taken into account when the building is sold. In {{ra2}} and {{yr}}, the building&#039;s {{f|Soylent|link}} is based on the {{f|Cost}} of the building only, so you need to set the {{f|Soylent}} for the building manually. In the case of the Ore Refinery, {{f|Soylent}} is set to 300 because the Ore Refinery has {{f|Cost|2000}} and its {{f|FreeUnit}} has {{f|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a [[BuildingType|building]]).&lt;br /&gt;
&lt;br /&gt;
== FreeUnit and Industrial Plant Logic ==&lt;br /&gt;
As far as [[FactoryPlant|Industrial Plant logic]] is concerned, &#039;free units&#039; are not actually free.&lt;br /&gt;
In the case of the Ore Refinery ({{f|Cost|2000|link}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time.&lt;br /&gt;
Assuming the original [[FactoryPlant|Industrial Plant]] settings are used, [[VehicleType|vehicle]] prices are reduced to 75% and [[BuildingType|building]] prices are not reduced.&lt;br /&gt;
Therefore the price of the Ore Refinery becomes:&lt;br /&gt;
 (0.75 x 1400) + 600 = 1650&lt;br /&gt;
&lt;br /&gt;
If you changed the [[FactoryPlant|Industrial Plant]] so that [[BuildingType|building]] prices were reduced to 50% as well (or made a new [[FactoryPlant|Industrial Plant]]), then the price of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + (0.5 x 600) = 1350&lt;br /&gt;
&lt;br /&gt;
Note that multiple [[FactoryPlant|Industrial Plants]] stack their bonuses. For example, owning two [unmodded] [[FactoryPlant|Industrial Plants]] would cause the price of the Ore Refinery to become:&lt;br /&gt;
 (0.75 x (0.75 x 1400)) + 600 = 1387.5&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the {{f|Cost|link}} of the {{f|FreeUnit}} is higher than the {{f|Cost}} of the building, then the price of the building will be overridden to match the {{f|Cost}} of the {{f|FreeUnit}}. For example, if you have a building with {{f|Cost|500}} and its {{f|FreeUnit}} has {{f|Cost|2000}} then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.&lt;br /&gt;
&lt;br /&gt;
If you own an [[FactoryPlant|Industrial Plant]] that reduces the cost of [[VehicleTypes|vehicles]] and/or [[BuildingTypes|buildings]] (whether one or both of these causes the problem has not been established) using a very small multiplier, say 0.01, then {{f|FreeUnit=}} will cease to function on all your buildings - i.e. the free unit will not appear.&lt;br /&gt;
&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;br /&gt;
[[Category:INI_Flags]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28582</id>
		<title>FreeUnit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=28582"/>
		<updated>2025-05-26T12:19:58Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: untestidify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|values={{Values|Strings|[[VehicleTypes]]}}&lt;br /&gt;
|default=&amp;lt;none&amp;gt;&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the [[VehicleType|vehicle]] that should appear beside this [[BuildingType|building]] when it is placed after being constructed by the player (the &#039;&#039;&#039;unit&#039;&#039;&#039; comes &#039;&#039;&#039;free&#039;&#039;&#039; with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.&lt;br /&gt;
&lt;br /&gt;
The {{f|FreeUnit}} {{f|Cost|link}} is not taken into account when the building is sold. In {{ra2}} and {{yr}}, the building&#039;s {{f|Soylent|link}} is based on the {{f|Cost}} of the building only, so you need to set the {{f|Soylent}} for the building manually. In the case of the Ore Refinery, {{f|Soylent}} is set to 300 because the Ore Refinery has {{f|Cost|2000}} and its {{f|FreeUnit}} has {{f|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a [[BuildingType|building]]).&lt;br /&gt;
&lt;br /&gt;
== FreeUnit and Industrial Plant Logic ==&lt;br /&gt;
As far as [[FactoryPlant|Industrial Plant logic]] is concerned, &#039;free units&#039; are not actually free.&lt;br /&gt;
In the case of the Ore Refinery ({{f|Cost|2000|link}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time.&lt;br /&gt;
Assuming the original [[FactoryPlant|Industrial Plant]] settings are used, [[VehicleType|vehicle]] prices are reduced to 75% and [[BuildingType|building]] prices are not reduced.&lt;br /&gt;
Therefore the price of the Ore Refinery becomes:&lt;br /&gt;
 (0.75 x 1400) + 600 = 1650&lt;br /&gt;
&lt;br /&gt;
If you changed the [[FactoryPlant|Industrial Plant]] so that [[BuildingType|building]] prices were reduced to 50% as well (or made a new [[FactoryPlant|Industrial Plant]]), then the price of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + (0.5 x 600) = 1350&lt;br /&gt;
&lt;br /&gt;
Note that multiple [[FactoryPlant|Industrial Plants]] stack their bonuses. For example, owning two [unmodded] [[FactoryPlant|Industrial Plants]] would cause the price of the Ore Refinery to become:&lt;br /&gt;
 (0.75 x (0.75 x 1400)) + 600 = 1387.5&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
If the {{f|Cost|link}} of the {{f|FreeUnit}} is higher than the {{f|Cost}} of the building, then the price of the building will be overridden to match the {{f|Cost}} of the {{f|FreeUnit}}. For example, if you have a building with {{f|Cost|500}} and its {{f|FreeUnit}} has {{f|Cost|2000}} then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.&lt;br /&gt;
&lt;br /&gt;
If you own an [[FactoryPlant|Industrial Plant]] that reduces the cost of [[VehicleTypes|vehicles]] and/or [[BuildingTypes|buildings]] (whether one or both of these causes the problem has not been established) using a very small multiplier, say 0.01, then [[FreeUnit]] will cease to function on all your buildings - i.e. the free unit will not appear.&lt;br /&gt;
&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;br /&gt;
[[Category:INI_Flags]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AnimPalette&amp;diff=28581</id>
		<title>AnimPalette</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AnimPalette&amp;diff=28581"/>
		<updated>2025-05-19T07:30:01Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: projectiles aren&amp;#039;t turrets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|Boolean}}&lt;br /&gt;
|types={{Categ|Projectiles}}&lt;br /&gt;
|default=no&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
When set to &#039;yes&#039; this specifies that a {{f|Projectile|link}} uses the animation palette (ANIM.PAL) rather than the default unit palette.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=CarryOverCap&amp;diff=28576</id>
		<title>CarryOverCap</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=CarryOverCap&amp;diff=28576"/>
		<updated>2025-05-06T16:14:05Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|types={{Categ|Basic}}&lt;br /&gt;
|values={{Values|integer}}&lt;br /&gt;
|default=0&lt;br /&gt;
|ra=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Used in singleplayer maps to specify the maximum amount of credits inherited from the previous mission. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[CarryOverMoney]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28575</id>
		<title>Sensors</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28575"/>
		<updated>2025-05-06T15:03:47Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
}}&lt;br /&gt;
A [[VehicleType]] with {{f|Sensors|yes}} can detect any [[Cloakable|cloaked]] units within the {{f|Range|link}} of its {{f|Primary|link}} weapon.&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false; true (for InfantryTypes)&lt;br /&gt;
|types={{Categ|VehicleTypes}},{{Categ|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;
This determines whether or not a ground unit can fully uncloak, as opposed to simply visually revealing with {{f|SensorsSight|link}}, any [[Cloakable|cloaked]] units in the 8 adjacent cells. The effect may also be temporary.&lt;br /&gt;
&lt;br /&gt;
{{tt|Sensors}} works independently from {{tt|SensorsSight}}.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*[[TechnoTypes]] with {{f|Sensors|yes}} will uncloak any units and buildings that do not belong to the player&#039;s [[house]], regardless if they&#039;re allied or not. This means you can accidentally reveal your ally&#039;s cloaked base and units to the enemy if your sensors get too close.&lt;br /&gt;
** This is fixed for TS in CnCNet TS-Patches/TS-Client.&lt;br /&gt;
&lt;br /&gt;
*Airborne units normally cannot detect cloaked units at all, except that [[Jumpjet]] units with {{f|Landable|yes|link}} can detect cloaked ground/underwater units when landed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[SensorArray]] (Sensors for BuildingTypes)&lt;br /&gt;
&lt;br /&gt;
[[PsychicDetectionRadius]]&lt;br /&gt;
&lt;br /&gt;
[[CloakGenerator]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28574</id>
		<title>Sensors</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28574"/>
		<updated>2025-05-06T15:03:19Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
}}&lt;br /&gt;
A [[VehicleType]] with {{f|Sensors|yes}} can detect any [[Cloakable|cloaked]] units within the {{f|Range|link}} of its {{f|Primary|link}} weapon.&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false; true (for InfantryTypes)&lt;br /&gt;
|types={{Categ|VehicleTypes}},{{Categ|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;
This determines whether or not a ground unit can fully uncloak, as opposed to simply visually revealing with {{f|SensorsSight|link}}, any &amp;lt;tt&amp;gt;[[Cloakable|cloaked]]&amp;lt;/tt&amp;gt; units in the 8 adjacent cells. The effect may also be temporary.&lt;br /&gt;
&lt;br /&gt;
{{tt|Sensors}} works independently from {{tt|SensorsSight}}.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*[[TechnoTypes]] with {{f|Sensors|yes}} will uncloak any units and buildings that do not belong to the player&#039;s [[house]], regardless if they&#039;re allied or not. This means you can accidentally reveal your ally&#039;s cloaked base and units to the enemy if your sensors get too close.&lt;br /&gt;
** This is fixed for TS in CnCNet TS-Patches/TS-Client.&lt;br /&gt;
&lt;br /&gt;
*Airborne units normally cannot detect cloaked units at all, except that [[Jumpjet]] units with {{f|Landable|yes|link}} can detect cloaked ground/underwater units when landed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[SensorArray]] (Sensors for BuildingTypes)&lt;br /&gt;
&lt;br /&gt;
[[PsychicDetectionRadius]]&lt;br /&gt;
&lt;br /&gt;
[[CloakGenerator]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28573</id>
		<title>Sensors</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28573"/>
		<updated>2025-05-06T14:59:48Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
}}&lt;br /&gt;
A [[VehicleType]] with {{f|Sensors|yes}} can detect any [[Cloakable|cloaked]] units within the {{f|Range|link}} of its {{f|Primary|link}} weapon.&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false; true (for InfantryTypes)&lt;br /&gt;
|types={{Categ|VehicleTypes}},{{Categ|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;
This determines whether or not a ground unit can fully uncloak, as opposed to simply visually revealing with [[SensorsSight]], any [[Cloakable|cloaked]] units in the 8 adjacent cells. The effect may also be temporary.&lt;br /&gt;
&lt;br /&gt;
{{tt|Sensors}} works independently from {{f|SensorsSight|link}}.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*[[TechnoTypes]] with {{f|Sensors|yes}} will uncloak any units and buildings that do not belong to the player&#039;s [[house]], regardless if they&#039;re allied or not. This means you can accidentally reveal your ally&#039;s cloaked base and units to the enemy if your sensors get too close.&lt;br /&gt;
** This is fixed for TS in CnCNet TS-Patches/TS-Client.&lt;br /&gt;
&lt;br /&gt;
*Airborne units normally cannot detect cloaked units at all, except that [[Jumpjet]] units with {{f|Landable|yes|link}} can detect cloaked ground/underwater units when landed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[SensorArray]] (Sensors for BuildingTypes)&lt;br /&gt;
&lt;br /&gt;
[[PsychicDetectionRadius]]&lt;br /&gt;
&lt;br /&gt;
[[CloakGenerator]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28572</id>
		<title>Sensors</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Sensors&amp;diff=28572"/>
		<updated>2025-05-06T14:59:17Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
}}&lt;br /&gt;
A [[VehicleType]] with {{f|Sensors|yes}} can detect any [[Cloakable|cloaked]] units within the {{f|Range|link}} of its {{f|Primary|link}} weapon.&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|values={{values|bool}}&lt;br /&gt;
|default=false; true (for InfantryTypes)&lt;br /&gt;
|types={{Categ|VehicleTypes}},{{Categ|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;
This determines whether or not a ground unit can fully uncloak, as opposed to simply visually revealing with [[SensorsSight]], any [[Cloakable|cloaked]] units in the 8 adjacent cells. The effect may also be temporary.&lt;br /&gt;
&lt;br /&gt;
{{f|Sensors|link}} works independently from {{f|SensorsSight|link}}.&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
*[[TechnoTypes]] with {{f|Sensors|yes}} will uncloak any units and buildings that do not belong to the player&#039;s [[house]], regardless if they&#039;re allied or not. This means you can accidentally reveal your ally&#039;s cloaked base and units to the enemy if your sensors get too close.&lt;br /&gt;
** This is fixed for TS in CnCNet TS-Patches/TS-Client.&lt;br /&gt;
&lt;br /&gt;
*Airborne units normally cannot detect cloaked units at all, except that [[Jumpjet]] units with {{f|Landable|yes|link}} can detect cloaked ground/underwater units when landed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[SensorArray]] (Sensors for BuildingTypes)&lt;br /&gt;
&lt;br /&gt;
[[PsychicDetectionRadius]]&lt;br /&gt;
&lt;br /&gt;
[[CloakGenerator]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=CarryOverMoney&amp;diff=28571</id>
		<title>CarryOverMoney</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=CarryOverMoney&amp;diff=28571"/>
		<updated>2025-05-06T14:50:07Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|types={{Categ|Basic}}&lt;br /&gt;
|values={{values|floats}}&lt;br /&gt;
|default=0.0&lt;br /&gt;
|ra=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Used in singleplayer missions to inherit a players ending credits from the previous mission. The amount of credits shall not exceed the value specified by [[CarryOverCap]].&lt;br /&gt;
&lt;br /&gt;
In {{ts}} and later games, this value is the percentage of credits specified as a fraction, thus 0.100000 is 10%, and 1.0 is 100%. Negative values can be used to remove credits.&lt;br /&gt;
&lt;br /&gt;
In {{ra}}, this appears to be a boolean toggle of 0 or 1.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=CarryOverMoney&amp;diff=28570</id>
		<title>CarryOverMoney</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=CarryOverMoney&amp;diff=28570"/>
		<updated>2025-05-06T14:49:30Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|types={{Categ|Basic}}&lt;br /&gt;
|values={{values|floats}}&lt;br /&gt;
|default=0.0&lt;br /&gt;
|ra=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Used in singleplayer missions to inherit a players ending credits from the previous mission. The amount of credits shall not exceed the value specified by [[CarryOverCap]].&lt;br /&gt;
&lt;br /&gt;
In {{ts}} and later games, this value the percentage of credits in specified as a fraction, thus 0.100000 is 10%, and 1.0 is 100%. Negative values can be used to remove credits.&lt;br /&gt;
&lt;br /&gt;
In {{ra}}, this appears to be a boolean toggle of 0 or 1.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28569</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28569"/>
		<updated>2025-05-06T14:38:23Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Value Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Version of the map data format used, and which coordinate system is used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion pack? (FS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a [[radar]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides|side&#039;s]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || How many Dropships to load in [[Dropship Loadout]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry the player can load onto Dropships in Dropship Loadout.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of maximum quantities of &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; the player can load onto Dropships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || float||  Percentage of credits carried over from the previous mission. (1.0=100%)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || (Obsolete)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28568</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28568"/>
		<updated>2025-05-06T14:36:10Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: Adjusted according to research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Value Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Which map data format is used, and which coordinate system is used? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion pack? (FS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a [[radar]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides|side&#039;s]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || How many Dropships to load in [[Dropship Loadout]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry the player can load onto Dropships in Dropship Loadout.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of maximum quantities of &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; the player can load onto Dropships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || float||  Percentage of credits carried over from the previous mission. (1.0=100%)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || (Obsolete)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Occupier&amp;diff=28541</id>
		<title>Occupier</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Occupier&amp;diff=28541"/>
		<updated>2025-04-23T23:20:59Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|InfantryTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag determines whether or not an [[InfantryTypes|infantry]] can garrison a [[BuildingTypes|building]] with {{f|CanBeOccupied|yes|link}} and {{f|MaxNumberOccupants|link}} is greater than 0.&lt;br /&gt;
&lt;br /&gt;
Infantry can only garrison buildings controlled by a neutral (Civilian) player in RA2, but with the addition of the Battle Bunker in YR, the game also allows the player to garrison their own buildings.&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Occupied (garrisoned) buildings in {{ra2}} will use pre-determine Allied/Soviet occupation weapons when firing, determined by their {{f|Primary|link}} weapon for Allied, and {{f|Secondary|link}} for Soviet occupants.&lt;br /&gt;
&lt;br /&gt;
==In {{yr}}==&lt;br /&gt;
The occupied building also requires {{f|CanOccupyFire|yes|link}} to actually fire in YR, and the weapon used must be defined on the infantry iself, by their {{f|OccupyWeapon|link}} and {{f|EliteOccupyWeapon|link}}.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[OccupyPip]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Occupier&amp;diff=28540</id>
		<title>Occupier</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Occupier&amp;diff=28540"/>
		<updated>2025-04-23T23:19:20Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|InfantryTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag determines whether or not an [[InfantryTypes|infantry]] can garrison a [[BuildingTypes|building]] with {{f|CanBeOccupied|yes|link}} and {{f|MaxNumberOccupants|link}} set to a positive [[Help:Values#Integers|integer]] greater than 0.&lt;br /&gt;
&lt;br /&gt;
Infantry can only garrison buildings controlled by a neutral (Civilian) player in RA2, but with the addition of the Battle Bunker in YR, the game also allows the player to garrison their own buildings.&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Occupied (garrisoned) buildings in {{ra2}} will use pre-determine Allied/Soviet occupation weapons when firing, determined by their {{f|Primary|link}} weapon for Allied, and {{f|Secondary|link}} for Soviet occupants.&lt;br /&gt;
&lt;br /&gt;
==In {{yr}}==&lt;br /&gt;
The occupied building also requires {{f|CanOccupyFire|yes|link}} to actually fire in YR, and the weapon used must be defined on the infantry iself, by their {{f|OccupyWeapon|link}} and {{f|EliteOccupyWeapon|link}}.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[OccupyPip]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Gunner&amp;diff=28539</id>
		<title>Gunner</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Gunner&amp;diff=28539"/>
		<updated>2025-04-23T05:40:00Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &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=boolean&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
If set, specifies that this object uses an [[IFV Weapon System]].&lt;br /&gt;
&lt;br /&gt;
Originally used only on the IFV. In order for this flag to work as expected, the vehicle in question must have a [[TurretCount|TurretCount=]] value, and it has to be greater than zero. &lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
{{f|Gunner|yes}} vehicles use the passenger’s Temporal device to fire if it is equipped with a {{f|Temporal|yes|link}} weapon. This can be done safely, and the device is replaced once the infantry exits the vehicle. However, if the {{f|Gunner|yes}} vehicle is also {{f|OpenTopped|yes|link}}, the infantry with the Temporal weapon inside is still expected to fire on its own, but because it doesn’t have the Temporal device any more, the game crashes.&lt;br /&gt;
*[[Ares]] 0.9 prevents infantry that has its temporal device taken away by the Gunner logic from firing out of an [[OpenTopped]] vehicle.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MuzzleFlashX&amp;diff=28538</id>
		<title>MuzzleFlashX</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MuzzleFlashX&amp;diff=28538"/>
		<updated>2025-04-23T05:35:22Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: link to template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{categ|ini=art}}&lt;br /&gt;
|values=comma-separated signed integers (X,Y)&lt;br /&gt;
|default=0,0&lt;br /&gt;
|types={{categ|BuildingTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the pixel firing offset(s) from the center of the structure, when garrisoned by [[InfantryTypes|infantry]] with {{f|Occupier|yes|link}}. Applicable to all Civilian [[BuildingTypes|buildings]] with {{f|CanBeOccupied|yes|link}}.&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Occupied (garrisoned) buildings in RA2 will use pre-determine Allied/Soviet occupation weapons when firing, determined by their {{f|Primary|link}} weapon for Allied, and {{f|Secondary|link}} for Soviet occupants.&lt;br /&gt;
&lt;br /&gt;
==In {{yr}}==&lt;br /&gt;
The occupied building also requires {{f|CanOccupyFire|yes|link}} to actually fire in YR, and the weapon used must be defined on the infantry iself, by their {{f|OccupyWeapon|link}} and {{f|EliteOccupyWeapon|link}}.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MuzzleFlashX&amp;diff=28537</id>
		<title>MuzzleFlashX</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MuzzleFlashX&amp;diff=28537"/>
		<updated>2025-04-23T05:32:25Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: cleanup, some monkey said it takes 3 integers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{categ|ini=art}}&lt;br /&gt;
|values=comma-separated signed integers (X,Y)&lt;br /&gt;
|default=0,0&lt;br /&gt;
|types={{categ|BuildingTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the pixel firing offset(s) from the center of the structure, when garrisoned by [[InfantryTypes|infantry]] with {{f|Occupier|yes|link}}. Applicable to all Civilian [[BuildingTypes|buildings]] with {{f|CanBeOccupied|yes|link}}.&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Occupied (garrisoned) buildings in RA2 will use pre-determine Allied/Soviet occupation weapons when firing, determined by their {{f|Primary|link}} weapon for Allied, and {{f|Secondary|link}} for Soviet occupants.&lt;br /&gt;
&lt;br /&gt;
==In {{yr}}==&lt;br /&gt;
The occupied building also requires {{f|CanOccupyFire|yes|link}} to actually fire in YR, and the weapon used must be defined on the infantry iself, by their [[OccupyWeapon]] and [[EliteOccupyWeapon]].&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Paratrooper&amp;diff=28536</id>
		<title>Paratrooper</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Paratrooper&amp;diff=28536"/>
		<updated>2025-04-23T05:09:59Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|strings}}&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag is read but it does nothing.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Pilot]]&lt;br /&gt;
&lt;br /&gt;
[[Crew]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Paratrooper&amp;diff=28535</id>
		<title>Paratrooper</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Paratrooper&amp;diff=28535"/>
		<updated>2025-04-23T05:09:45Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: let&amp;#039;s cut to the chase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|strings}}&lt;br /&gt;
|files={{ini|rules}}, [[rules]]&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag is read but it does nothing.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Pilot]]&lt;br /&gt;
&lt;br /&gt;
[[Crew]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28534</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28534"/>
		<updated>2025-04-23T02:54:18Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Which map data format is used, and which coordinate system is used? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion/mod? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a Radar?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || Should we display the Dropship Loadout screen? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry a player can load onto Dropships. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of quantities of &amp;lt;tt&amp;gt;AllowablUnits&amp;lt;/tt&amp;gt; we can load only Dropships. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || boolean || Should we carry-over credits from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || Percentage of credits carried over from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28533</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28533"/>
		<updated>2025-04-23T02:39:00Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Which map data format is used, and which coordinate system is used? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion/mod? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a Radar?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || Should we display the Dropship Loadout screen? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry a player can load onto Dropships. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of quantities of &amp;lt;tt&amp;gt;AllowablUnits&amp;lt;/tt&amp;gt; we can load only Dropships. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || boolean || Should we carry-over credits from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || Percentage of credits carried over from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=IFV_Weapon_System&amp;diff=28532</id>
		<title>IFV Weapon System</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=IFV_Weapon_System&amp;diff=28532"/>
		<updated>2025-04-23T01:59:19Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: remove redlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guideheader&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
==IFV Overview==&lt;br /&gt;
First thing to note is that {{ra2}} is hardcoded to IFV behaviour for the unit named [FV] in {{ini|rules}}. This means that while it is possible to alter the existing IFV a great deal, it is not possible to create other IFV units with this system, without using an engine extension such as Ares (for YR).&lt;br /&gt;
&lt;br /&gt;
==IFVMode==&lt;br /&gt;
This tag applied to [[InfantryTypes|infantry]] and determines into which weapon/turret &#039;mode&#039; the IFV will spring when the concerned infantry (or vehicle) enters it. Note that the mode of the IFV is determined by the passenger in the &#039;Gunner&#039; slot of the IFV. If an IFV is set to have more than one passenger, the Gunner slot will be represented by a &amp;quot;pip&amp;quot; on the Passenger {{Tt|[[PipScale]]}} that will be seperated from the rest of the scale and is usually filled with the first passenger to enter the vehicle when it&#039;s empty.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; IFVMode, like {{Tt|YTurretWeapon}} and {{Tt|YTurretIndex}} (see below) is floored at 0. That means that IFV mode 0 (the default mode of an IFV when empty) will use {{Tt|[[WeaponX|Weapon1]]}}, mode 1 will use weapon 2, etc. &amp;lt;tt&amp;gt;IFVMode=0&amp;lt;/tt&amp;gt; is also the default of this flag when it is omitted, meaning such infantry will not cause any change to the IFV mode when entering it.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; If the IFV has more than one passenger, the Gunner position also has to be vacated seperately - if other passengers are inside the vehicle, normally unloading the vehicle will unload the other passenger slots first, while the Gunner will remain inside the vehicle and can only be unloaded by unloading the vehicle AGAIN after all other passenger slots have been cleared.&lt;br /&gt;
&lt;br /&gt;
==Gunner==&lt;br /&gt;
IFV behaviour for the unit is specified using {{f|Gunner|yes|link}}. This may also activate additional logic related to the {{Tt|[[DeathWeapon]]}} set on an IFV, ensuring it is only triggered if the current [[WeaponX|weapon]] or [[EliteWeaponX|elite weapon]] has {{f|Suicide|yes|link}} set. Perhaps ensuring it will only take effect if the vehicle is piloted by a Crazy Ivan or possibly Terrorist infantry unit. Note that the method of how the IFV {{Tt|DeathWeapon}} logic is implemented is poorly understood at the moment.&lt;br /&gt;
&lt;br /&gt;
==Turrets==&lt;br /&gt;
[[TurretCount]] determines how many turrets the engine will load for the unit. In order for proper IFV behaviour, this setting must be present and greater than zero. However, since the turret types are reference by name and hardcoded, {{Tt|TurretCount}} must be less than or equal to what the game comes hardcoded with, 13 for RA2, and 17 for YR. &lt;br /&gt;
&lt;br /&gt;
The {{Tt|YTurretWeapon}} and {{Tt|YTurretIndex}} settings control which turret and weapon is used by which {{Tt|IFVMode}}. The IFV turret will switch to the turret art specified in {{Tt|YTurretIndex}}, associated with {{Tt|YTurretWeapon}} with the same value of &amp;lt;tt&amp;gt;Y&amp;lt;/tt&amp;gt;, where the {{Tt|IFVMode}} matches the {{Tt|YTurretWeapon}} value.&lt;br /&gt;
&lt;br /&gt;
The available IFV turrets in {{ra2}}:&lt;br /&gt;
 &amp;lt;tt&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Normal&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Repair&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Repair&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;MachineGun&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;MachineGun&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Sniper&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Sniper&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Explode&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Explode&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;TerroristExplode&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;TerroristExplode&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Chrono&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Chrono&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Pistol&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Pistol&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;BrainBlast&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;BrainBlast&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Flak&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Flak&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Shock&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Shock&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;RadCannon&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;RadCannon&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Cow&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Cow&#039;&#039;&#039;TurretWeapon&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The additional IFV turrets in {{yr}}:&lt;br /&gt;
 &amp;lt;tt&amp;gt;&#039;&#039;&#039;Initiate&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Initiate&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Virus&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Virus&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;YuriPrime&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;YuriPrime&#039;&#039;&#039;TurretWeapon&lt;br /&gt;
 &#039;&#039;&#039;Guardian&#039;&#039;&#039;TurretIndex&lt;br /&gt;
 &#039;&#039;&#039;Guardian&#039;&#039;&#039;TurretWeapon&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;lt;tt&amp;gt;[FV]&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;MachineGunTurretIndex=1&amp;lt;br&amp;gt;MachineGunTurretWeapon=8&amp;lt;br&amp;gt;[E1]&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;IFVMode=8&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, when our little GI (&amp;lt;tt&amp;gt;E1&amp;lt;/tt&amp;gt;) enters the IFV, the IFV will spring into &#039;Mode 8&#039;, and will use {{Tt|Weapon9}}. The game then subtracts -1 from the number of the currently-used weapon (9), and checks which {{Tt|YTurretIndex}} is equal to the result of the calculation (8). {{Tt|MachineGunTurretWeapon}} qualifies, as it is set to 8. The &#039;swapping factor&#039;, the {{Tt|Y}} of the {{Tt|YTurretWeapon}}, here is {{Tt|MachineGun}}, so the game looks for the corresponding {{Tt|YTurretIndex}} with an equal value of {{Tt|Y}}, and finds it in {{Tt|&#039;&#039;&#039;MachineGun&#039;&#039;&#039;TurretIndex}}. It then checks the number specified in that index - which is 1 - and changes the turret to the turret with that number - &amp;lt;tt&amp;gt;FVTUR1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
Now, you may be wondering why &amp;lt;tt&amp;gt;MachineGunTurretWeapon=&#039;&#039;&#039;7&#039;&#039;&#039;&amp;lt;/tt&amp;gt; springs in effect when the IFV is using  {{Tt|Weapon&#039;&#039;&#039;9&#039;&#039;&#039;}}. This is because (as detailed above), the {{Tt|YTurretWeapon}} and {{Tt|YTurretIndex}} settings are floored at 0, whereas the modes and {{Tt|WeaponX}} are floored at 1, so that the {{Tt|WeaponX}} the IFV gets when entered by the GI is {{Tt|Weapon8}}, however in {{Tt|YTurretWeapon}}, it is counted as &#039;Weapon 7&#039;. {{Tt|Weapon1}} would be counted as 0, {{Tt|Weapon2}} as 1, {{Tt|Weapon3}} as 2, etc. Always one less than the acctual {{Tt|WeaponX}}.&lt;br /&gt;
* Note the {{Tt|YTurretWeapon}} will correspond to an {{Tt|IFVMode}}, but the {{Tt|WeaponX}} invoked by that mode is always +1 higher.&lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
Erratic behaviour may result from setting multiple {{Tt|YTurretIndex}} to the same number. &lt;br /&gt;
&lt;br /&gt;
While VehicleTypes can have an IFVMode set and enter the IFV, [[Size]] and [[SizeLimit]] permitting, and can even change its weapon and turret, the tooltip will always display &amp;quot;Rocket IFV&amp;quot; when hovering over it. UseOwnName might be a workaround for this.&lt;br /&gt;
&lt;br /&gt;
If the IFV has a TurretCount value higher than the available turrets, and is entered by infantry with an IFVMode using one of those high values, it may cause the IFV and/or its turret to be completely invisible in-game.&lt;br /&gt;
&lt;br /&gt;
* Ares can enable any vehicle to become an IFV with Gunner=yes, and will allow up to 127 turrets/weapons for it.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[IFVMode]]&lt;br /&gt;
&lt;br /&gt;
[[Gunner]]&lt;br /&gt;
&lt;br /&gt;
[[TurretCount]]&lt;br /&gt;
&lt;br /&gt;
[[WeaponX]]&lt;br /&gt;
&lt;br /&gt;
[http://cncguild.net/item-187?apage=174#page IFV Turret Tutorial by Nighthawk]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Wall&amp;diff=28531</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Wall&amp;diff=28531"/>
		<updated>2025-04-22T18:52:52Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: quick formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Buildings==&lt;br /&gt;
{{Flag&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|BuildingTypes}}&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;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag determines whether or not a [[BuildingTypes|building]] should have special wall construction logic, which will convert it to [[OverlayTypes|overlay object]] when it is created.&lt;br /&gt;
&lt;br /&gt;
In order for this logic to work as desired&amp;amp;mdash;and &#039;&#039;not&#039;&#039; throw an [[IE]]&amp;amp;mdash;it is necessary for the building&#039;s corresponding {{art}} entry to have {{f|ToOverlay|link}} set to a valid overlay object with {{f|Wall|yes|link}}{{sup|[[#Overlay objects|{{arr|d}}]]}}. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut.&lt;br /&gt;
&lt;br /&gt;
As a special case, {{f|GuardRange|link}} can be used to facilitate faster wall construction.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{f|FirestormWall|link}}&lt;br /&gt;
&lt;br /&gt;
{{f|LaserFencePost|link}}&lt;br /&gt;
&lt;br /&gt;
{{f|GuardRange|link}}&lt;br /&gt;
&lt;br /&gt;
==Overlays==&lt;br /&gt;
{{Flag&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|OverlayTypes}}&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;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag determines whether or not an [[OverlayTypes|overlay object]] should have special logic classifying it as a wall.&lt;br /&gt;
&lt;br /&gt;
An overlay object with {{f|Wall|yes}} and can be damaged by [[Warheads|warheads]] in the following ways:&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; class=&amp;quot;table_descrow&amp;quot;&lt;br /&gt;
!Flag on warhead&lt;br /&gt;
!Result on overlay object&lt;br /&gt;
|-&lt;br /&gt;
|{{f|Wood|yes|link}}&lt;br /&gt;
|Damage, but only if overlay object has {{f|Armor|wood|link}}&lt;br /&gt;
|-&lt;br /&gt;
|{{f|Wall|yes}}{{sup|[[#Warheads|{{arr|d}}]]}}&lt;br /&gt;
|Damage, regardless of {{f|Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|{{f|WallAbsoluteDestroyer|yes|link}}&lt;br /&gt;
|Instant destruction, regardless of the damage dealt&lt;br /&gt;
|}&lt;br /&gt;
Combinations of these flags results in the most inclusive case.&lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
Although wall overlay can use [[remap]], such overlay are always rendered in the [[Houses|house]] color of the current player, instead of using the color of the player who built it. &lt;br /&gt;
*For {{yr}}, this is fixed in [https://ares-developers.github.io/Ares-docs/bugfixes/type2/remappablewalls.html Ares version 0.2].&lt;br /&gt;
&lt;br /&gt;
==Warheads==&lt;br /&gt;
{{Flag&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Warheads}}&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;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This flag determines whether or not a [[Warheads|warhead]] can inflict damage on [[OverlayTypes|overlay objects]] with {{f|Wall|yes}}{{sup|[[#Overlay objects|{{arr|u}}]]}} as well as bridges (provided that {{sl|SpecialFlags|DestroyableBridges|yes}}) and ice.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{f|Wood|link}}&lt;br /&gt;
&lt;br /&gt;
{{f|WallAbsoluteDestroyer|link}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bugs and Errors]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=VehicleThief&amp;diff=28528</id>
		<title>VehicleThief</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=VehicleThief&amp;diff=28528"/>
		<updated>2025-04-22T06:36:27Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: clearer&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=Booleans&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}}&lt;br /&gt;
|ra=no&lt;br /&gt;
|cs=no&lt;br /&gt;
|am=no&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;
Specifies whether or not this [[InfantryTypes|infantry]] can enter an enemy [[VehicleTypes|vehicle]] and capture it, also referred to as &#039;hijacking&#039;, in a similar manner to an {{f|Engineer|link}} capturing a [[BuildingTypes|building]].&lt;br /&gt;
&lt;br /&gt;
In {{Ra2}} and {{Yr}}, the &amp;lt;tt&amp;gt;VehicleThief&amp;lt;/tt&amp;gt; infantry must also have {{f|Thief|yes|link}} set, otherwise it will get the &#039;enter&#039; cursor on the target vehicle, but will not be able to enter it. &lt;br /&gt;
&lt;br /&gt;
A vehicle with {{f|NonVehicle|yes|link}} set, prevents a &amp;lt;tt&amp;gt;VehicleThief&amp;lt;/tt&amp;gt; from capturing it, however there may be side-effects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Agent]]&lt;br /&gt;
&lt;br /&gt;
[[Infiltrate]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Stolen_Tech_Logic&amp;diff=28527</id>
		<title>Stolen Tech Logic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Stolen_Tech_Logic&amp;diff=28527"/>
		<updated>2025-04-22T06:28:40Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guideheader&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
The infiltration of technology centres or labs by a [[Agent|&#039;Spy&#039;]] in {{ra2}}, rewards the attacking player with &#039;stolen tech&#039; traits. These traits are specific to each [[Sides|Side]] infiltrated:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy Side !! New Construction Options&lt;br /&gt;
|-&lt;br /&gt;
| Allied ({{F|AIBasePlanningSide|0|link}}) || Unlocks {{F|RequiresStolenAlliedTech|yes}} buildings/units.&lt;br /&gt;
|-&lt;br /&gt;
| Soviet ({{F|AIBasePlanningSide|1|link}}) || Unlocks {{F|RequiresStolenSovietTech|yes}} buildings/units.&lt;br /&gt;
|-&lt;br /&gt;
| YuriCountry ({{F|AIBasePlanningSide|2|link}}) || Unlocks {{F|RequiresStolenThirdTech|yes}} buildings/units. (YR only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the original RA2, all of the stolen tech units are [[InfantryTypes|infantry]], but this doesn&#039;t have to be the case, the stolen tech requirement can be added to all [[TechnoTypes]] produced by barracks, airbases, factories, or construction yards. This means you can have an upgraded [[Wall]] with &amp;lt;tt&amp;gt;RequiresStolenThirdTech=yes&amp;lt;/tt&amp;gt;, or an even higher tier [[AircraftTypes|aircraft]] that has both &amp;lt;tt&amp;gt;RequiresStolenAlliedTech&amp;lt;/tt&amp;gt; AND &amp;lt;tt&amp;gt;RequiresStolenSovietTech&amp;lt;/tt&amp;gt; at the same time.&lt;br /&gt;
&lt;br /&gt;
This functionality can then be further incorporated with [[RequiredHouses]] and/or [[Prerequisite]], to make unlocking various construction options highly specific to certain scenarios and players.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[Ares]] further extends this logic, by allowing infiltration to &#039;steal&#039; technology specific to a [[TechnoTypes|TechnoType]], hijacking an enemy [[Radar]], stealing their [[SuperWeapons|Super Weapon]], and more. See: https://ares-developers.github.io/Ares-docs/new/buildings/spyeffects.html&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Disguise Logic]]&lt;br /&gt;
&lt;br /&gt;
[[VehicleThief]]&lt;br /&gt;
&lt;br /&gt;
[[IFV Weapon System]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Stolen_Tech_Logic&amp;diff=28526</id>
		<title>Stolen Tech Logic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Stolen_Tech_Logic&amp;diff=28526"/>
		<updated>2025-04-22T04:04:14Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guideheader&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
The infiltration of technology centres or labs by a [[Agent|&#039;Spy&#039;]] in {{ra2}}, rewards the attacking player with &#039;stolen tech&#039; traits. These traits are specific to each [[Sides|Side]] infiltrated:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy Side !! New Construction Options&lt;br /&gt;
|-&lt;br /&gt;
| Allied ({{F|AIBasePlanningSide|0|link}}) || Unlocks {{F|RequiresStolenAlliedTech|yes}} buildings/units.&lt;br /&gt;
|-&lt;br /&gt;
| Soviet ({{F|AIBasePlanningSide|1|link}}) || Unlocks {{F|RequiresStolenSovietTech|yes}} buildings/units.&lt;br /&gt;
|-&lt;br /&gt;
| YuriCountry ({{F|AIBasePlanningSide|2|link}}) || Unlocks {{F|RequiresStolenThirdTech|yes}} buildings/units. (YR only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the original RA2, all of the stolen tech units are [[InfantryTypes|infantry]], but this doesn&#039;t have to be the case, the stolen tech requirement can be added to all [[TechnoTypes]] produced by barracks, factories, or construction yards. This means you can have a an upgraded [[Wall]] with &amp;lt;tt&amp;gt;RequiresStolenThirdTech=yes&amp;lt;/tt&amp;gt;, or an even higher tier [[AircraftTypes|aircraft]] that has both &amp;lt;tt&amp;gt;RequiresStolenAlliedTech&amp;lt;/tt&amp;gt; AND &amp;lt;tt&amp;gt;RequiresStolenSovietTech&amp;lt;/tt&amp;gt; at the same time.&lt;br /&gt;
&lt;br /&gt;
This functionality can then be further incorporated with [[RequiredHouses]] and/or [[Prerequisite]], to make unlocking various construction options highly specific to certain scenarios and players.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[Ares]] further extends this logic, by allowing infiltration to &#039;steal&#039; technology specific to a [[TechnoTypes|TechnoType]], hijacking an enemy [[Radar]], stealing their [[SuperWeapons|Super Weapon]], and more. See: https://ares-developers.github.io/Ares-docs/new/buildings/spyeffects.html&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Disguise Logic]]&lt;br /&gt;
&lt;br /&gt;
[[VehicleThief]]&lt;br /&gt;
&lt;br /&gt;
[[IFV Weapon System]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Arm&amp;diff=28525</id>
		<title>Arm</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Arm&amp;diff=28525"/>
		<updated>2025-04-22T04:01:30Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{values|int}}&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;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This tag is used to prevent premature detonation of the [[Warheads|warhead]] fuse. There are two aspects to this fuse, one is that a countdown timer is started, during which the projectile won&#039;t explode, and the second is a distance test, whereby it will explode at it&#039;s closest logical point horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect of this is that an &amp;lt;tt&amp;gt;Arm=&amp;lt;/tt&amp;gt; value too low, can cause a projectile to &#039;jump&#039; to the target, and value too high can cause it to overshoot without exploding, most common with low-[[ROT]] projectiles. A projectile with both high &amp;lt;tt&amp;gt;ROT=&amp;lt;/tt&amp;gt; and high &amp;lt;tt&amp;gt;Arm=&amp;lt;/tt&amp;gt; values, may circle or reverse course to hit the target after the arming delay expires.&lt;br /&gt;
&lt;br /&gt;
There are other quirks to the behaviour, in that the fuse will go off early if the target is moving away from the firer, when the calculation is that the distance between the projectile and target has grown relative to expectation.&lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
Fast moving [[AircraftTypes|aircraft]] can &#039;run into&#039; their own projectiles, when the projectile isn&#039;t able to signicantly outpace the firer, thus damaging the aircraft. Adding a reasonable &amp;lt;tt&amp;gt;Arm=&amp;lt;/tt&amp;gt; value can prevent this. Vertically dropped projectiles from slow moving airborne units can also suffer from this effect, it is why the Kirov&#039;s bombs have an arming delay set. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
LKO demonstrates differences in &amp;lt;tt&amp;gt;Arm&amp;lt;/tt&amp;gt; values: http://www.ppmsite.com/forum/viewtopic.php?p=495153#495153&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Arm&amp;diff=28524</id>
		<title>Arm</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Arm&amp;diff=28524"/>
		<updated>2025-04-22T03:57:28Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: bugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{values|int}}&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;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This tag is used to prevent premature detonation of the [[Warheads|warhead]] fuse. There are two aspects to this fuse, one is that a countdown timer is started, during which the projectile won&#039;t explode, and the second is a distance test, whereby it will explode at it&#039;s closest logical point horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect of this is that an &amp;lt;tt&amp;gt;Arm=&amp;lt;/tt&amp;gt; value too low, can cause a projectile to &#039;jump&#039; to the target, and value too high can cause it to overshoot without exploding, most common with low-[[ROT]] projectiles. A projectile with both high &amp;lt;tt&amp;gt;ROT=&amp;lt;/tt&amp;gt; and high &amp;lt;tt&amp;gt;Arm=&amp;lt;/tt&amp;gt; values, may circle or reverse course to hit the target after the arming delay expires.&lt;br /&gt;
&lt;br /&gt;
There are other quirks to the behaviour, in that the fuse will go off early if the target is moving away from the firer, when the calculation is that the distance between the projectile and target has grown relative to expectation.&lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
Fast moving [[AircraftTypes|aircraft]] can &#039;run into&#039; their own projectiles, when the projectile isn&#039;t able to signicantly outpace the firer, thus damaging the aircraft. Adding a reasonable &amp;lt;tt&amp;gt;Arm=&amp;lt;/tt&amp;gt; value can prevent this.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
LKO demonstrates differences in &amp;lt;tt&amp;gt;Arm&amp;lt;/tt&amp;gt; values: http://www.ppmsite.com/forum/viewtopic.php?p=495153#495153&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Arm&amp;diff=28523</id>
		<title>Arm</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Arm&amp;diff=28523"/>
		<updated>2025-04-22T03:53:55Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: 2025 baby yeah&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{values|int}}&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;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This tag is used to prevent premature detonation of the [[Warheads|warhead]] fuse. There are two aspects to this fuse, one is that a countdown timer is started, during which the projectile won&#039;t explode, and the second is a distance test, whereby it will explode at it&#039;s closest logical point horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect of this is that an &amp;lt;tt&amp;gt;Arm&amp;lt;/tt&amp;gt; value too low, can cause a projectile to &#039;jump&#039; to the target, and value too high can cause it to overshoot without exploding, most common with low-[[ROT]] projectiles. A projectile with both high &amp;lt;tt&amp;gt;ROT&amp;lt;/tt&amp;gt; and high &amp;lt;tt&amp;gt;Arm&amp;lt;/tt&amp;gt; values, may circle or reverse course to hit the target after the arming delay expires.&lt;br /&gt;
&lt;br /&gt;
There are other quirks to the behaviour, in that the fuse will go off early if the target is moving away from the firer, when the calculation is that the distance between the projectile and target has grown relative to expectation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
LKO demonstrates differences in &amp;lt;tt&amp;gt;Arm&amp;lt;/tt&amp;gt; values: http://www.ppmsite.com/forum/viewtopic.php?p=495153#495153&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AIBasePlanningSide&amp;diff=28522</id>
		<title>AIBasePlanningSide</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AIBasePlanningSide&amp;diff=28522"/>
		<updated>2025-04-22T03:37:01Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{categ|ini=rules}}&lt;br /&gt;
|values={{values|signed integers}}&lt;br /&gt;
|default=&amp;amp;ndash;1&lt;br /&gt;
|types={{categ|BuildingTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
{{Tt|AIBasePlanningSide}} must be set on all [[BuildingTypes]] for the AI to be able to use them correctly, only the [[Sides|Side]] it belongs to will build it.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}}, every [[Sides|Side]] has its own version of a building, but due to the fact that every building has its [[Owner]] set to every [[Houses|House]], and the AI tends to ignore [[Prerequisite]] values, it needs a simple method of controlling which faction builds which building.&lt;br /&gt;
&lt;br /&gt;
Below is a table of acceptable values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Side Selected&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;dash;1&lt;br /&gt;
|All sides&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Allied (aka GDI)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Soviet (aka NOD)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|YuriCountry (YR only)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Fourth Side (Requires engine extension)&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|Etc..&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
On non-building [[TechnoTypes]], this tag only influences the [[Cameo Sorting]] order.&lt;br /&gt;
&lt;br /&gt;
{{Tt|AIBasePlanningSide}} affects the [[Stolen Tech Logic]].&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AllowedToStartInMultiplayer&amp;diff=28521</id>
		<title>AllowedToStartInMultiplayer</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AllowedToStartInMultiplayer&amp;diff=28521"/>
		<updated>2025-04-22T02:56:09Z</updated>

		<summary type="html">&lt;p&gt;ATHSE: remove comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|rules(md).ini}}&lt;br /&gt;
|default=yes&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|types=[[VehicleTypes]], [[InfantryTypes]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Unless set to &#039;no&#039; on a unit, the unit may be eligible as a starting unit in a skirmish or multiplayer game. This is usually used to disable higher tier and [[Houses|House]]-specific units from being spawned with the [[MCV]]. Such spawned starting units will still be limited by the usual [[Sides|Side]], [[TechLevel]], and other restrictions.&lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There must be at least one [[InfantryTypes]] unit, and one [[VehicleTypes]] unit, eligible to start, if choosing a &#039;Unit Count&#039; greater than 0 in the multiplayer lobby, otherwise you will get an [[Internal Error]].&lt;br /&gt;
&lt;br /&gt;
[[Naval]] units should not be made eligible to start, as the presence of water nearby, or at all, can&#039;t be guaranteed. A &amp;lt;tt&amp;gt;Naval&amp;lt;/tt&amp;gt; unit might spawn far away, similar to how [[Crates]] that give units, if that&#039;s the only available water.&lt;/div&gt;</summary>
		<author><name>ATHSE</name></author>
	</entry>
</feed>