<?xml version="1.0"?>
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	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rain-Islet</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=Rain-Islet"/>
	<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/Special:Contributions/Rain-Islet"/>
	<updated>2026-06-06T00:45:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=BalloonHoverHeight&amp;diff=28895</id>
		<title>BalloonHoverHeight</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=BalloonHoverHeight&amp;diff=28895"/>
		<updated>2025-08-10T10:32:43Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: Replaced content with &amp;quot;{{del}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=BalloonHoverDampen&amp;diff=28894</id>
		<title>BalloonHoverDampen</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=BalloonHoverDampen&amp;diff=28894"/>
		<updated>2025-08-10T10:32:42Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: Replaced content with &amp;quot;{{del}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=BalloonHoverBob&amp;diff=28893</id>
		<title>BalloonHoverBob</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=BalloonHoverBob&amp;diff=28893"/>
		<updated>2025-08-10T10:32:42Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: Replaced content with &amp;quot;{{del}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=BalloonHoverBoost&amp;diff=28892</id>
		<title>BalloonHoverBoost</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=BalloonHoverBoost&amp;diff=28892"/>
		<updated>2025-08-10T10:32:41Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: Replaced content with &amp;quot;{{del}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=BalloonHoverAcceleration&amp;diff=28891</id>
		<title>BalloonHoverAcceleration</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=BalloonHoverAcceleration&amp;diff=28891"/>
		<updated>2025-08-10T10:32:41Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: Replaced content with &amp;quot;{{del}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=BalloonHoverBrake&amp;diff=28890</id>
		<title>BalloonHoverBrake</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=BalloonHoverBrake&amp;diff=28890"/>
		<updated>2025-08-10T10:32:40Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: Replaced content with &amp;quot;{{del}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=ASW&amp;diff=28889</id>
		<title>ASW</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=ASW&amp;diff=28889"/>
		<updated>2025-08-10T10:32:40Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: Replaced content with &amp;quot;{{del}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=PreventAutoDeploy&amp;diff=28888</id>
		<title>PreventAutoDeploy</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=PreventAutoDeploy&amp;diff=28888"/>
		<updated>2025-08-10T10:30:04Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: non-existent flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=PrismSupportModifier&amp;diff=28887</id>
		<title>PrismSupportModifier</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=PrismSupportModifier&amp;diff=28887"/>
		<updated>2025-07-02T16:07:24Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{Values|floats}}&lt;br /&gt;
|default=100.0 (broken, see [[#Bugs|{{arr|d}} below]])&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This flag specifies a multiplier to damage when a building designated as {{f|PrismType|link}} fires its weapon supported by other buildings of the same type. &lt;br /&gt;
&lt;br /&gt;
Actual damage done by a linked PrismType is calculated like this:&lt;br /&gt;
&lt;br /&gt;
 // naming: &#039;&#039;PSM.ini&#039;&#039; - the value specified for this flag in the rules.ini file&lt;br /&gt;
 // DamageMultiplier is 1.0 on normal projectiles&lt;br /&gt;
 &lt;br /&gt;
 Projectile-&amp;gt;DamageMultiplier = ( ( (NumberOfSupportingPrisms * (&#039;&#039;PSM.ini&#039;&#039; * 100) + 100) * 256 ) / 100 ) / 256;&lt;br /&gt;
&amp;lt;!-- who&#039;s the smartest coders? that&#039;s right, westwood is --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
This flag is parsed in an incorrect way: after reading its value from the INI file, it&#039;s multiplied by 100 before being saved internally. Due to the fact that the ini parser reads each flag in {{sl|General}} whenever the {{Tt|[General]}} section is present in the file, and if it can&#039;t interpret the flag&#039;s value properly (say, the flag was not redeclared), it falls back to the value the flag already has. Which means, if the {{Tt|[General]}} section is present in the mpmode file/map, but this flag is not, then its value is multiplied by 100 &#039;&#039;again&#039;&#039; for each such case. Which results in a severely overpowered weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Resetting Flags]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=ZAdjust&amp;diff=28886</id>
		<title>ZAdjust</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=ZAdjust&amp;diff=28886"/>
		<updated>2025-07-02T16:06:53Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|int}}&lt;br /&gt;
|default=0&lt;br /&gt;
|types=[[Animation|Animations]]&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag adjusts the animation&#039;s location on the Z-axis (depth), measured in [[leptons]]. Positive values move the animation &amp;quot;away from the screen&amp;quot; or &amp;quot;closer to the ground&amp;quot;. Negative values do the opposite.&lt;br /&gt;
&lt;br /&gt;
Adjusting the Z-offset is useful for rendering the animation behind or in front of other animations or objects.&lt;br /&gt;
==Note==&lt;br /&gt;
*Images in the [[ Particles]] section will not read this tag. Although the Image in the section [[Animations]] will have this tag.&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
[[ZAdjust]] affects [[Animations]] of [[Anim]] sets under [[Primary]] or [[Secondary]] including [[Weapon]].&amp;lt;br&amp;gt;&lt;br /&gt;
by larger values &#039;&#039;&#039;(ZAdjust=100,ZAdjust=1000,ZAdjust=10000)&#039;&#039;&#039;, This will make [[Animations]] scroll down continuously &#039;&#039;&#039;(only some parts are visible)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Note: Only [[BuildingType]], [[TerrainType]], [[OverlayType]], and Tile have ZAadjust.&amp;lt;br&amp;gt;&lt;br /&gt;
The ZAadjust of other objects is only used to compare levels with these contents.&amp;lt;br&amp;gt;&lt;br /&gt;
That is to say, there is no difference between two animations that use different ZAadjust. YSort controls their order, not ZAadjust.&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]] does not read or use their {{tt|ZAdjust}} flag, even though they actually have Z-depth.&lt;br /&gt;
*This bug has been fixed in Phobos Build#44.&lt;br /&gt;
==See also==&lt;br /&gt;
* [[NormalZAdjust]] – equivalent flag for [[BuildingTypes]]&lt;br /&gt;
* [[ActiveAnimZAdjust]] – equivalent flag for [[BuildingTypes]]&#039;s [[ActiveAnim|ActiveAnims]]&lt;br /&gt;
* [[YSortAdjust]]&lt;br /&gt;
*The spatial coordinate relationship of ZAdjust&lt;br /&gt;
Here is a cross-sectional view parallel to the ground plane, equivalent to a perspective from southwest to northeast in the game (or from left to right for the screen):&lt;br /&gt;
*https://bbs.ra2diy.com/forum.php?mod=viewthread&amp;amp;tid=24951&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=YSortAdjust&amp;diff=28885</id>
		<title>YSortAdjust</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=YSortAdjust&amp;diff=28885"/>
		<updated>2025-07-02T16:06:43Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|int}}&lt;br /&gt;
|default=0&lt;br /&gt;
|types=[[Animations]]&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;
Defines the adjustment, in leptons, to apply when sorting this [[animation]] object in its [[layer]]. In most cases, this affects how the animation is drawn relative to other objects on the same layer. By default, objects are sorted based on the sum of their X and Y coordinates, on which {{f|{{PAGENAME}}}} is directly applied. Therefore, negative numbers sort the animation behind and positive numbers sort the animation in front of other objects.&lt;br /&gt;
==Note==&lt;br /&gt;
*Images in the [[ Particles]] section will not read this tag. Although the Image in the section [[Animations]] will have this tag.&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*{{f|{{PAGENAME}}}} only works on the ground [[layer]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[ZAdjust]]&lt;br /&gt;
* [[ActiveAnimYSort]]&lt;br /&gt;
* [[PowerUpXYSort]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Webby&amp;diff=28884</id>
		<title>Webby</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Webby&amp;diff=28884"/>
		<updated>2025-07-02T16:05:42Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Warheads}}&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies if this [[Warheads|warhead]] will capture [[InfantryTypes|infantry]] into sticky webs. Infantry [[WebRadius|caught within the radius of the warhead]] cannot move for the [[WebDuration|duration of the effect]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[WebDuration]] - How long the web lasts&lt;br /&gt;
*[[WebDurationVariation]] - Random variance to the duration&lt;br /&gt;
*[[WebRadius]] - Specifies the area of effect&lt;br /&gt;
*[[IsWebImmune]] - Prevents infantry from being webbed&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
&lt;br /&gt;
If specific conditions are met, infantry will get stuck in an endless web sequence: The target must have both {{f|Fearless|yes|link}} and a healing weapon (one that deals positive [[damage]]).&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=WeaponsFactory&amp;diff=28883</id>
		<title>WeaponsFactory</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=WeaponsFactory&amp;diff=28883"/>
		<updated>2025-07-02T16:05:32Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|rules(md).ini}}&lt;br /&gt;
|default=no&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|types={{Categ|BuildingTypes}}&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;
The presence of &amp;lt;tt&amp;gt;WeaponsFactory=yes&amp;lt;/tt&amp;gt; on a [[BuildingTypes|building]] turns it into a &#039;War Factory&#039; with specific logic attached, and includes it in building ratio calculations: see [[WarRatio]].&lt;br /&gt;
&lt;br /&gt;
One feature of such a building, is that it produces [[VehicleTypes]], which exit from a specific cell inside the building (based on foundation shape), either through a door for ground units, or through the roof for [[Jumpjet]] vehicles. Vehicles with {{f|Naval|yes|link}} can&#039;t be produced here, nor can [[InfantryTypes|infantry]].&lt;br /&gt;
&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
Adding &amp;lt;tt&amp;gt;WeaponsFactory=yes&amp;lt;/tt&amp;gt; to other production buildings, or buildings with [[Dock|docks]] may cause crashing, or break functionality.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Naval]]&lt;br /&gt;
&lt;br /&gt;
[[ConstructionYard]]&lt;br /&gt;
&lt;br /&gt;
[[RoofDeployingAnim]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=WeaponXTurretLocked&amp;diff=28882</id>
		<title>WeaponXTurretLocked</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=WeaponXTurretLocked&amp;diff=28882"/>
		<updated>2025-07-02T16:05:22Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|ini=art}}&lt;br /&gt;
|values={{values|Booleans}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
}}&lt;br /&gt;
Can set will this vehicle lock the direction of the turret during firing and not turn to the direction of the target.&lt;br /&gt;
&lt;br /&gt;
Correspondingly, since the turret direction is not towards the target, if the weapon is not set to &#039;&#039;&#039;[[OmniFire]]=true&#039;&#039;&#039;, it will only be able to fire directly in front of itself.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
&lt;br /&gt;
For vehicle that use [[IsGattling]] like Gattling Tank in [[YR]], although they also follow the above rules, their weapons will remain in the firing state (even if they are not actually fired) and will normally follow [[RateUp]] to increase the [[WeaponStages]] and play [[Report]] from Weapon&#039;s set of different stages.&lt;br /&gt;
&lt;br /&gt;
*And when vehicle is reassigned to the direction it is facing, it will also use weapons from the new stage normally.&lt;br /&gt;
&lt;br /&gt;
It is likely that Westwood did not use this logic at all, so it did not consider this new weapon system added in YR.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
Only [[WeaponXTurretLocked]] without Primary or Secondary TurretLocked.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=WeaponX&amp;diff=28881</id>
		<title>WeaponX</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=WeaponX&amp;diff=28881"/>
		<updated>2025-07-02T16:05:12Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{Values|uint}}&lt;br /&gt;
|default=0&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This tag forms part of the turret changing logic {{ra2}}, either as part of {{f|IsChargeTurret|yes|link}} as in the case of the Prism Tank, or as part of the IFV passenger-based turret logic using {{f|Gunner|yes|link}}. It is also used by the Gattling tank weapon spooling system added in {{yr}}. &lt;br /&gt;
&lt;br /&gt;
==IFV Logic==&lt;br /&gt;
Weapon number &#039;X&#039; (ie. Weapon1=someweapon) specifies the weapon available on the named turret with the value of &#039;X&#039;, for example ShockTurretWeapon. One possibly confusing aspect is that the turret used, as defined by the named turret index doesn&#039;t have to match the weapon number, many of the IFV weapons actually use the same turret art.&lt;br /&gt;
&lt;br /&gt;
There are 13 IFV turrets in the original RA2, expanded to 17 in YR, defined by [[TurretCount]], each with its own weapon. In RA2 this means there are Weapon1 through Weapon13 tags on the IFV, along with [[EliteWeaponX|EliteWeapon]] versions. There is also a special case for NormalTurretWeapon which applies without a passenger too. &lt;br /&gt;
&lt;br /&gt;
Infantry meant to board the IFV must have [[IFVMode]] set to to select the weapon the IFV will have when loaded. Importantly, the IFVMode value applies to the IFV turret weapon, not the turret index, so while the Initiate has IFVMode=13, matching InitiateTurretWeapon=13, it does not match InitiateTurretIndex=3.&lt;br /&gt;
&lt;br /&gt;
{{HorizontalBar|[[Image:Cc_documentinfo.png‎|24px]] In YR there is a similar but unrelated [[OpenTopped]] logic, where infantry specify their [[OpenTransportWeapon]] instead.}}&lt;br /&gt;
&lt;br /&gt;
==Charge Turret Logic==&lt;br /&gt;
This use of {{tt|WeaponX}} is decoupled from the turret changing, and instead only uses 1 weapon for multiple turrets, and as such WeaponCount will always be 1, while TurretCount will always be higher.&lt;br /&gt;
&lt;br /&gt;
Charge turret logic also works backwards, and should be considered more like a recoil or cooldown animation, with the turret changing sequence happening after the weapon is fired. In the case of the Prism Tank, the reflective flap is closed until fired, then fully opened immediately after, slowly closing thereafter, rather than getting into a firing state just before firing.&lt;br /&gt;
&lt;br /&gt;
==Gattling Logic==&lt;br /&gt;
Every two {{tt|WeaponX}} will form a group to handle the AG and AA tasks in each phase of Gattling. For specific operational details, please refer to [[IsGattling]].&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
In the original games, there can be only one IFV unit, hardcoded to the unit named [FV]. Otherwise, the Turret will not be drawn.&lt;br /&gt;
*Ares fixes this, and allows any vehicle to function as an IFV, with more turrets: https://ares-developers.github.io/Ares-docs/new/gunner.html&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[IFV Weapon System]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=WeaponCount&amp;diff=28880</id>
		<title>WeaponCount</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=WeaponCount&amp;diff=28880"/>
		<updated>2025-07-02T16:05:02Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=unsigned integers, (0 to 18)&lt;br /&gt;
|default=uninitialized (see below)&lt;br /&gt;
|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}},{{Categ|BuildingTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the amount of weapons this object has. Used for special weapon systems, for example, turret-changers ({{f|Gunner|yes|link}}), charge turrets ({{f|IsChargeTurret|yes|link}}), or gattling logic ({{f|IsGattling|yes|link}}).&lt;br /&gt;
&lt;br /&gt;
In those cases, the game parses weapons specified by {{Tt|(Elite)Weapon&#039;&#039;%d&#039;&#039;&amp;amp;#x3d;}} , where &#039;&#039;%d&#039;&#039; represents the number between 1 and {{f|WeaponCount}}, as opposed to {{Tt|(Elite)Primary/Secondary}} it loads normally. Then, {{Tt|(Elite)Weapon1}} is used as the default weapon instead of {{Tt|Primary}}.&lt;br /&gt;
&lt;br /&gt;
Values larger than {{tt|18}} are not allowed and will corrupt memory.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
The game does not initialize this to a constant value. If this tag is not defined, random garbage in memory is used as weapon count, which can lead to desyncs, crashes during loading time, or -- in the worst case -- appear to be working. If {{f|TurretCount}} is greater than {{tt|0}}, set this value, too.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Wall&amp;diff=28879</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Wall&amp;diff=28879"/>
		<updated>2025-07-02T16:04:25Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&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>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=WalkRate&amp;diff=28878</id>
		<title>WalkRate</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=WalkRate&amp;diff=28878"/>
		<updated>2025-07-02T16:04:15Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=WalkRate&lt;br /&gt;
|files={{Categ|ini=rules}}.&lt;br /&gt;
|values={{Values|uint|1 or higher}}&lt;br /&gt;
|default=1&lt;br /&gt;
|types={{Categ|TechnoTypes}}&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;
Specifies the animation rate for moving units and defines after how many frames the animation advances to the next frame. Larger values mean slower playback. Can be specified for both SHP based and voxel based units.&lt;br /&gt;
&lt;br /&gt;
The animation also plays with this rate when a {{f|HoverAttack|link}} VehicleType has a target and it isn&#039;t deployed.&lt;br /&gt;
&lt;br /&gt;
The animation does not play in case the unit is warping in from a chrono-move or being warped out by {{f|Temporal|link}} weapons, or when attacked by {{f|IsLocomotor|link}} weapons.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
{{f|WalkRate}} cannot be {{tt|0}} or lower. If {{f|WalkRate|0}} you will get an [[IE|internal error]]: [[Internal_Error#eip_004C931E|EIP 004C931E]] in RA2, [[Internal_Error#eip_004DA90E|EIP 004DA90E]] in YR.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=VoxelBarrelOffsetToBarrelEnd&amp;diff=28877</id>
		<title>VoxelBarrelOffsetToBarrelEnd</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=VoxelBarrelOffsetToBarrelEnd&amp;diff=28877"/>
		<updated>2025-07-02T16:03:56Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|values=F,L,H; {{Values|signed integers}}&lt;br /&gt;
|default=0,0,0&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the the end point, in leptons, for this [[BuildingTypes|building&#039;s]] [[BarrelAnimIsVoxel|voxel barrel]]. This is the point at the barrel where the actual bullet will exit, along with a [[Anim|muzzle animation]], if any. The offset is measured from the barrel pivot point defined by {{f|VoxelBarrelOffsetToBuildingPivotPoint|link}} and/or {{f|TurretAnimX|link}}/{{f|TurretAnimY|link}}).&lt;br /&gt;
&lt;br /&gt;
This offset is expressed in F,L,H (Forward, Lateral, Height) format, with each value moving the barrel end point as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;F&#039;&#039;&#039;: Positive values move the point forward, negative values move the point backward.&lt;br /&gt;
* &#039;&#039;&#039;L&#039;&#039;&#039;: Positive values move the point to the left, negative values move the point to the right.&lt;br /&gt;
* &#039;&#039;&#039;H&#039;&#039;&#039;: Positive values move the point up, negative values move the point down.&lt;br /&gt;
&lt;br /&gt;
See [[FLH]] for more information.&lt;br /&gt;
&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
&lt;br /&gt;
Similar to {{f|PrimaryFireFLH|link}}, if the building&#039;s weapon has {{f|Burst|2|link}} or higher, the second shot uses a mirror of the lateral offset. However, unlike {{f|PrimaryFireFLH}}, the third and any subsequent burst shots are always fired from the middle. This seems specifically coded with the Juggernaut&#039;s triple-barrel configuration in mind.&lt;br /&gt;
&lt;br /&gt;
Also note that, due to using [[BarrelAnimIsVoxel|special voxel barrel logic]], normal firing offset adjustments like {{f|PrimaryFireFLH|link}} and {{f|PBarrelLength|link}} do not apply.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[PrimaryFireFLH]]&lt;br /&gt;
* [[PBarrelLength]]&lt;br /&gt;
* [[BarrelAnimIsVoxel]]&lt;br /&gt;
* [[VoxelBarrelFile]]&lt;br /&gt;
* [[VoxelBarrelOffsetToPitchPivotPoint]]&lt;br /&gt;
* [[VoxelBarrelOffsetToRotatePivotPoint]]&lt;br /&gt;
* [[VoxelBarrelOffsetToBuildingPivotPoint]]&lt;br /&gt;
* [[VoxelBarrelScale]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Veterancy&amp;diff=28876</id>
		<title>Veterancy</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Veterancy&amp;diff=28876"/>
		<updated>2025-07-02T16:03:25Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guideheader&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;
Veterancy is the term used to describe unit promotion. By default there are two such levels, the first being &#039;veteran&#039; followed by &#039;elite&#039;. Units attain promotions by destroying objects, until the cumulative unit cost of destroyed enemies exceeds the units own [[Cost]] multiplied by [[VeteranRatio]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Each promotion level reached modifies the properties of the unit, according to the following multipliers found under the [General] section:&lt;br /&gt;
*[[VeteranCombat]]&lt;br /&gt;
*[[VeteranSpeed]]&lt;br /&gt;
*[[VeteranSight]]&lt;br /&gt;
*[[VeteranArmor]]&lt;br /&gt;
*[[VeteranROF]]&lt;br /&gt;
*[[VeteranCap]]&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
When a unit reaches its full promotion to &#039;elite&#039;, the unit will switch to use [[ElitePrimary]] and [[EliteSecondary]] weapons if it has them. If only one of those is present, the main [[Primary]] or [[Secondary]] weapon will be used for the other. The above multipliers will then cumulatively increase the effectiveness of the weapon upgrade, potentially making &#039;elite&#039; level vehicles quite fearsome.&lt;br /&gt;
&lt;br /&gt;
When achieving the first level of promotion, a sound effect defined by [[UpgradeVeteranSound]] will play, and upon the second level promotion [[UpgradeEliteSound]] will play instead. However in RA2/YR at least, the sound effect used by default is the same for both, unless substituted by a mod.&lt;br /&gt;
&lt;br /&gt;
The unit will also flash brightly when promoted to &#039;elite&#039; for a number of frames specified by [[EliteFlashTimer]] in [AudioVisual].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==In {{yr}}==&lt;br /&gt;
Unlike in base RA2, units can gain experience towards their promotion for their kills, while garrisoned. [[InfantryTypes|Infantry]] will accumulate points towards that promotion, but they will be held in reserve until the unit evacuates (un-garrisons) the building, only then will they receive the promotion they earned.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Gaining New Abilities==&lt;br /&gt;
When promoted from base to &#039;veteran&#039; level, a unit is also granted a list of explicit abilities defined by the [[VeteranAbilities]] list, if present in the unit code. For the second stage promotion it will gain what&#039;s in [[EliteAbilities]]. The following abilities can be specified:&lt;br /&gt;
*FASTER (speed multiplier)&lt;br /&gt;
*STRONGER (armor multiplier)&lt;br /&gt;
*FIREPOWER (damage multiplier)&lt;br /&gt;
*ROF (fire rate multiplier)&lt;br /&gt;
*CRUSHER (adds crushing ability regardless of [[SpeedType]])&lt;br /&gt;
*C4 (receives C4 planting ability, if weapon arrangement allows it)&lt;br /&gt;
*SCATTER (auto-scatter when attacked by vehicles with [[StupidHunt]] or [[AutoCrush]])&lt;br /&gt;
*GUARD_AREA (equivalent to [[DefaultToGuardArea]])&lt;br /&gt;
*SIGHT (sight range multiplier)&lt;br /&gt;
*SELF_HEAL (equivalent to [[SelfHealing]])&lt;br /&gt;
*FEARLESS (Infantry will not go prone when attacked)&lt;br /&gt;
*EXPLODES (Infantry will not use normal death [[Sequence]])&lt;br /&gt;
*RADAR_INVISIBLE (mini-map will not show unit to enemies)&lt;br /&gt;
*CLOAK (equivalent to [[Cloakable]])&lt;br /&gt;
*SENSORS (reveals cloaked units nearby)&lt;br /&gt;
*TIBERIUM_HEAL (used by Harvesters to regain health while on [[Tiberiums]])&lt;br /&gt;
*TIBERIUM_PROOF (won&#039;t take damage on Tiberium, irrelevant in RA2)&lt;br /&gt;
*VEIN_PROOF (won&#039;t take damage on Weeds, irrelevant in RA2)&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
&amp;lt;tt&amp;gt;VeteranAbilities&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;EliteAbilities&amp;lt;/tt&amp;gt; don&#039;t stack, that is when promoted to &#039;elite&#039; the unit will gain only new traits specified in &amp;lt;tt&amp;gt;EliteAbilities&amp;lt;/tt&amp;gt;, not double the effect of traits duplicated in &amp;lt;tt&amp;gt;VeteranAbilities&amp;lt;/tt&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=VeteranUnits&amp;diff=28875</id>
		<title>VeteranUnits</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=VeteranUnits&amp;diff=28875"/>
		<updated>2025-07-02T16:03:15Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=VeteranUnits&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Comma-separated list of strings&lt;br /&gt;
|default=None&lt;br /&gt;
|types={{Categ|Countries}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
This tag is used to list both land vehicles and ships that can be built and start the game as veterans by certain countries. The tag should be included under the relevant country header in the [[Country Statistics]] section i.e.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[British]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;VeteranUnits=MTNK,BFRT,DEST&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The units listed must also be listed under the [{{f|VehicleTypes|link}}] list and should be owned by the country in question to prevent possible errors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*&#039;&#039;&#039;Slave Miner&#039;&#039;&#039; produced by &#039;&#039;&#039;War Factory&#039;&#039;&#039; is affected by the tag. &#039;&#039;&#039;VeteranUnits&#039;&#039;&#039; but &#039;&#039;&#039;Slave Miner&#039;&#039;&#039; that come directly from build ([[BuildingTypes]]) are not affected by the tag. &#039;&#039;&#039;VeteranUnits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=VeteranROF&amp;diff=28874</id>
		<title>VeteranROF</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=VeteranROF&amp;diff=28874"/>
		<updated>2025-07-02T16:03:05Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=VeteranROF&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{values|float}}&lt;br /&gt;
|default=1.0&lt;br /&gt;
|types={{Categ|General}}&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 is one of the several veteran factors that control the bonuses given by {{f|VeteranAbilities|link}} and {{f|EliteAbilities|link}}. {{f|VeteranROF}} alters the {{f|ROF|link}} of the {{f|Primary|link}} and {{f|Secondary|link}}, and (in case of {{f|EliteAbilities{{equal}}ROF}}) {{f|Elite|link}} [[weapon]]s of units that benefit from the {{tt|ROF}} promotional bonus. Contrary to popular belief, these bonuses do &#039;&#039;not&#039;&#039; stack, meaning that a {{tt|ROF}} elite bonus will &#039;&#039;&#039;not&#039;&#039;&#039; further modify the rate of fire of a unit with a {{tt|ROF}} veteran bonus.&lt;br /&gt;
&lt;br /&gt;
==In {{ts}} and {{fs}}==&lt;br /&gt;
&lt;br /&gt;
{{f|VeteranROF}} acts as a divisor to {{f|ROF|link}}:&lt;br /&gt;
: [New ROF] = ROF / (1.0 + VeteranROF)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; if the weapon&#039;s {{tt|ROF}} is 30, then it would be decreased to 25 (assuming {{tt|VeteranROF{{Equal}}0.2}}).&lt;br /&gt;
: &#039;&#039;&#039;30 / (1.0 + 0.2) = 25&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}} and {{yr}}==&lt;br /&gt;
Like most of the other veteran factors, {{f|VeteranROF}} has been simplified; it is now a straight multiplier to {{f|ROF|link}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; if the weapon&#039;s {{tt|ROF}} is 20, then it would be decreased to 12 (assuming {{tt|VeteranROF{{Equal}}0.6}}).&lt;br /&gt;
: &#039;&#039;&#039;20 * 0.6 = 12.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since {{tt|ROF}} is really the delay between shots, smaller numbers yield faster firing. Values of {{tt|VeteranROF}} greater than 1.0 actually &#039;&#039;decrease&#039;&#039; the firing rate of the unit.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
&lt;br /&gt;
{{f|VeteranROF}} has no effect if the weapon uses a [[IsSonic|sonic wave]] or has an [[AttachedParticleSystem|attached particle system]].&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=VeteranCombat&amp;diff=28873</id>
		<title>VeteranCombat</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=VeteranCombat&amp;diff=28873"/>
		<updated>2025-07-02T16:02:55Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=Rules}}&lt;br /&gt;
|values={{values|float}}&lt;br /&gt;
|default=1.0&lt;br /&gt;
|types={{Categ|General}}&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 is one of the several Veteran Factors that control the bonuses given by {{f|VeteranAbilities|link}} and {{f|EliteAbilities|link}}.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, these bonuses do &#039;&#039;not&#039;&#039; stack, meaning that a {{tt|FIREPOWER}} elite bonus will &#039;&#039;&#039;not&#039;&#039;&#039; further increase the damage dealt by a unit with a {{tt|FIREPOWER}} veteran bonus.&lt;br /&gt;
&lt;br /&gt;
==In {{ts}}==&lt;br /&gt;
{{tt|VeteranCombat}} is an additive multiplier to [[damage]] dealt by the object&#039;s [[Primary]], [[Secondary]], and, in case of {{f|EliteAbilities{{Equal}}FIREPOWER}}, [[Elite]] weapons.&lt;br /&gt;
&lt;br /&gt;
: Damage * (1.0 + VeteranCombat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; If the unit&#039;s weapon deals 100 base {{f|Damage}}, then the hit would be increased to 125 (assuming {{f|VeteranCombat{{Equal}}0.25}}).&lt;br /&gt;
: &#039;&#039;&#039;100 * (1.0 + 0.25) = 125&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In {{ra2}}==&lt;br /&gt;
Similar to TS, except the math has been simplified. {{tt|VeteranCombat}} is now a direct multiplier to the base {{f|Damage}} inflicted by the [[weapon]](s) of objects that benefit from the {{tt|FIREPOWER}} promotional bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; If the unit&#039;s weapon deals 100 base {{f|Damage}}, then the hit would be increased to 110 (assuming {{f|VeteranCombat{{Equal}}1.1}}).&lt;br /&gt;
: &#039;&#039;&#039;100 * 1.1 = 110&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
{{tt|VeteranCombat}} has no effect if the weapon uses a [[IsSonic|sonic wave]].&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Vertical&amp;diff=28872</id>
		<title>Vertical</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Vertical&amp;diff=28872"/>
		<updated>2025-07-02T16:02:45Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{categ|Projectile}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Can be set to &#039;&#039;&#039; &#039;yes&#039; &#039;&#039;&#039; or &#039;&#039;&#039; &#039;no&#039; &#039;&#039;&#039; and specifies that this projectile travels in a straight vertical line, up or down. This tag also requires a {{Tt|[[DetonationAltitude]]}} to be set on any projectile it is used on. &lt;br /&gt;
&lt;br /&gt;
Such projectiles are meant to function as falling bombs and for the special case of the [[Type|Nuke]]&#039;s upwards/downwards-going missiles. When fired by other weapons, such projectiles will, ironically, fly &#039;&#039;horizontally&#039;&#039; in the direction of the firer. In this case, they will never detonate, unless compelled to do so by other means, such as terrain collision or [[ProjectileRange]] (in Ares), and never hit their target if it is at a different altitude, flying in a straight line until they leave the map. However, they will not always hit their intended target even when facing it and will sometimes fly past it or even through it when fired at certain angles, preventing this from being used to create true horizontal projectiles. Voxel projectiles will also fail to have correct facing when used in this way, although SHPs do not have this issue. &lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* When combined with a positive {{Tt|[[ROT]]}}, it seems to take precedence over Vertical, turning the projectile into an ordinary homing projectile. &lt;br /&gt;
** {{f|ROT|1|link}} needs further investigation. &lt;br /&gt;
* When combined with {{Tt|[[Arcing]]}}, unforseen projectile and weapon behaviour results - the projectile will be invisible, no damage will be dealt and the weapon will be unable to fire after a few shots. &lt;br /&gt;
** Needs further investigation. &lt;br /&gt;
* Vertical projectiles can be used on [[AirburstWeapon]]s as intended, falling downwards from their spawning height with a correct facing. &lt;br /&gt;
* Seemingly, buildings cannot fire these projectiles either, although &#039;&#039;&#039;1x1&#039;&#039;&#039; buildings may be worth trying.&lt;br /&gt;
* Setting &#039;&#039;&#039;Vertical=no&#039;&#039;&#039; on a projectile used by a [[JumpJet]] unit with {{f|BalloonHover|yes|link}} will prevent it from trying to hover directly over its target, even though it&#039;s in range.&lt;br /&gt;
* If the weapon is launched by an [[AircraftTypes]], it will have a &amp;quot;solid impact&amp;quot; effect, not just for the terrain collisional.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*If [[Projectile]] has {{f|AG|no|link}} you will get [[IE]] (for [[YR]] {{f|IE|007564B4|link}}).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Acceleration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CourseLockDuration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[DetonationAltitude]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Level]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dropping]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=UseSparkParticles&amp;diff=28871</id>
		<title>UseSparkParticles</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=UseSparkParticles&amp;diff=28871"/>
		<updated>2025-07-02T16:02:02Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting this to &amp;quot;yes&amp;quot; will make the weapon look for and use the particle system listed in [[AttachedParticleSystem]]= when firing. The effect is indistinguishable from [[IsRailgun]]=true and is not limited to spark particles. The effect of the tag depends on the listed ParticleSystem&#039;s [[BehavesLike]]= entry; =Spark type entries along with =Smoke types will be drawn at the weapon&#039;s [[PrimaryFireFLH]]=, =Railgun type entries will be drawn from the firing point to the target, and =FireStream types will likewise be drawn from firer to target. =Gas type is untested.&lt;br /&gt;
&lt;br /&gt;
The firing weapon will be unable to fire again until the particle system has finished and despawned.  &lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
When using Burst= weapons along with an offset FireFLH (a twin barrel tank, for example), the particle system will be spawned at the point opposite to the firing weapon&#039;s FireFLH&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[IsRailgun]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=UseFireParticles&amp;diff=28870</id>
		<title>UseFireParticles</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=UseFireParticles&amp;diff=28870"/>
		<updated>2025-07-02T16:01:52Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DeeZireInclusion}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be set to &#039;yes&#039; or &#039;no&#039; and specifies that the weapon uses a &#039;fire&#039; type particle system - one which is drawn horizontally along the projectile path.&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*The &amp;lt;b&amp;gt;UseFireParticles&amp;lt;/b&amp;gt; tag causes the {{f|DirectRocker|yes|Link}} tag to not work properly. ([[VehicleTypes]] Most will not tip over).&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=UnloadingClass&amp;diff=28869</id>
		<title>UnloadingClass</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=UnloadingClass&amp;diff=28869"/>
		<updated>2025-07-02T16:01:34Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|values={{Values|Strings|VehicleTypes}}&lt;br /&gt;
|default=none&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the vehicle that this unit should turn into when performing a special function. The unit doesn&#039;t actually turn into another vehicle, though, and usually only the [[Image]] value is read. The default value &#039;none&#039; means that the original unit&#039;s image will be used.&amp;lt;br&amp;gt;&lt;br /&gt;
[[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; can have {{f|Turret|yes|link}} and {{f|TurretSpins|yes|Link}}(But [[ROT]] is based on the default [[VehicleTypes]] only).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[TurretRotateSound]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|Turret|yes|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[NoShadow]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|NoShadow|yes|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[FireAngle]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|FireAngle|x|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[WalkRate]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|WalkRate|x|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[IdleRate]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|IdleRate|x|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[ZFudgeTunnel]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|ZFudgeTunnel|x|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[ZFudgeColumn]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|ZFudgeColumn|x|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[ZFudgeBridge]] tag also affects [[VehicleTypes]] that are contained within &#039;&#039;&#039;UnloadingClass&#039;&#039;&#039; if the [[VehicleTypes]] That invokes the {{f| IsSimpleDeployer|yes|link}} tag to have {{f|ZFudgeBridge|x|link}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Although this tag is parsed for all [[TechnoTypes]], the logic works only for [[VehicleTypes]] that make use of [[Dock]] and [[IsSimpleDeployer]].&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*[[VehicleTypes]] Types [[Voxel]] That uses the {{f|IsSimpleDeployer|yes|link}} tag cannot determine &#039;&#039;&#039;UnloadingClass=[[VehicleTypes]] SHP&#039;&#039;&#039;. (but I found a way to make it work[testid123])&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=UnitRepair&amp;diff=28868</id>
		<title>UnitRepair</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=UnitRepair&amp;diff=28868"/>
		<updated>2025-07-02T16:01:24Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|types={{Categ|BuildingTypes}}&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;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
If set to yes, [[VehicleTypes]] are able to dock with this structure and get repaired. Repair rate and cost is determined by the {{sl|General|URepairRate}} and {{sl|General|RepairStep}} flags.&amp;lt;br&amp;gt;&lt;br /&gt;
For [[YR]], if you use this tag on &#039;&#039;&#039;Bio Reactor&#039;&#039;&#039;, it will allow [[InfantryTypes]] to enter &#039;&#039;&#039;Bio Reactor&#039;&#039;&#039; only if it receives the damage.&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
*In unmodded RA2 and YR, this flag is commented out from the entries for the Allied Airforce Command Center and its American equivalent, along with a comment &#039;&#039;;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
*The comment fails to mention any bugs, but reenabling it on such a structure will have adverse side-effects and even &#039;&#039;&#039;cause an [[Internal Error]]&#039;&#039;&#039; - when an AI&#039;s unit is damaged, it will attempt to find the closest structure it has with this flag enabled (regardless of whether the unit can actually enter it), and send the unit there for repairs. If that destination structure happens to be an airpad, the game will enter an infinite loop and crash.&amp;lt;br&amp;gt;&lt;br /&gt;
*In addition to this, even aircraft that can legitimately land in this structure will trigger its repair loop after landing, and this loop will kick them off once they&#039;re fully repaired, meaning that an aircraft sent to dock with such a structure will never manage to do it.&amp;lt;br&amp;gt;&lt;br /&gt;
*It&#039;s funny for [[TS]],[[FS]],Ra2 if [[BuildingTypes]] has a &amp;lt;b&amp;gt;UnitRepair=yes&amp;lt;/b&amp;gt; tag (with no other tags associated with and &amp;lt;b&amp;gt;UnitRepair=yes&amp;lt;/b&amp;gt;) Will prevent [[VehicleTypes]] on the ground from attacking [[BuildingTypes]] with the {{f|UnitRepair|yes|Link}} tag. ([[VehicleTypes]] with tag {{f|BalloonHover|yes|link}}+{{f|Naval|yes|link}} is still allowed to attack normally)&amp;lt;br&amp;gt; &lt;br /&gt;
*For YR [[VehicleTypes]] that uses vertical weapons &amp;lt;b&amp;gt;Vertical&amp;lt;/b&amp;gt;(See Also {{f|Vertical|yes|link}}), If it is controlled by the player Those [[VehicleTypes]] cannot attack [[BuildingTypes]] with &amp;lt;b&amp;gt;UnitRepair=yes&amp;lt;/b&amp;gt; tags.&amp;lt;br&amp;gt;&lt;br /&gt;
== Other notes ==&lt;br /&gt;
The AI is extremely dumb about using repair bays of any kind - it will blindly send Kirovs and Siege Choppers there despite the fact that they can never actually get repaired, and it will not differentiate between a land-based and water-based repair bay when a unit can reach both (e.g. Robot Tank). In some cases, a non Naval unit will enter a Shipyard for repairs, but the Shipyard will not repair it. So, it would be wise not to give the AI any repair bays.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=UnitAbsorb&amp;diff=28867</id>
		<title>UnitAbsorb</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=UnitAbsorb&amp;diff=28867"/>
		<updated>2025-07-02T16:01:14Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
{{f|UnitAbsorb}} is an unused yet functional feature in [[YR]]. Similar to {{f|InfantryAbsorb|link}}, it lets [[VehicleTypes|vehicles]] enter the building (e.g. bio reactor) in order to generate extra [[power]].&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*Setting &#039;&#039;&#039;UnitAbsorb=no&#039;&#039;&#039; (without tag {{f|PipScale|Passengers|link}},[[Passengers]],[[SizeLimit]]) give to a &#039;&#039;&#039;Refinery&#039;&#039;&#039; building type will cause the [[VehicleTypes]] to be connected to this building (with the tag {{f|Dock||link}}) cannot be connected.&lt;br /&gt;
*Setting &#039;&#039;&#039;UnitAbsorb=yes&#039;&#039;&#039; (without tag {{f|PipScale|Passengers|link}},[[Passengers]],[[SizeLimit]]) give to a &#039;&#039;&#039;Refinery&#039;&#039;&#039; building type will cause the [[VehicleTypes]] to be connected to this building (with the tag {{f|Dock||link}}) has strange behavior, When connected to the said building.&amp;lt;br&amp;gt;[[File:UnitAbsorb=yes and Ore Refinery.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UnitAbsorb=yes and Ore Refinery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[InfantryAbsorb]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Underwater&amp;diff=28866</id>
		<title>Underwater</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Underwater&amp;diff=28866"/>
		<updated>2025-07-02T16:01:04Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=Underwater&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=boolean&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Projectiles}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tt|Underwater{{Equal}}yes}} has three known effects and one untested effect:&lt;br /&gt;
* Primarily, it is used to classify the object as being underwater, for the purposes of the {{f|NavalTargeting|link}} logic.&lt;br /&gt;
* It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water.&lt;br /&gt;
* It will disable the &amp;quot;sinking&amp;quot; death logic for the unit, instead displaying explosions&lt;br /&gt;
* {{tt|It will also restrict units from recloaking when it is in fact on land.}}&lt;br /&gt;
&lt;br /&gt;
For [[Red Alert]] this is used with [[Projectiles]] which works like a [[Level]] tag (I&#039;m not sure Has it been replaced by a name change?)&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
&lt;br /&gt;
If you give &#039;&#039;&#039;Underwater=yes&#039;&#039;&#039; to any building that is in the water Those buildings will suffer the same negative effects as units in water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[GAYAYD]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underwater=yes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When we force &#039;&#039;&#039;Destroyer(DEST)&#039;&#039;&#039; to attack the &#039;&#039;&#039;Allied Shipyard(GAYARD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyer(DEST)&#039;&#039;&#039; will attack the &#039;&#039;&#039;Allied Shipyard(GAYARD)&#039;&#039;&#039; with a secondary weapon([[Secondary]]) instead of the main weapon([[Primary]]).&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=UndeploysInto&amp;diff=28865</id>
		<title>UndeploysInto</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=UndeploysInto&amp;diff=28865"/>
		<updated>2025-07-02T16:00:54Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&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=strings (names of [[VehicleTypes]])&lt;br /&gt;
|special=none (needs confirmation)&lt;br /&gt;
|types={{Categ|BuildingTypes}}&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 the [[VehicleType]] that this BuildingType can undeploy into (you can set which VehicleType deploys into this BuildingType by using the {{f|DeploysInto|link}} flag). This BuildingType&#039;s {{f|Buildup|link}} animation is played (in full length, unlike when you sell this building) in reverse direction.&lt;br /&gt;
&lt;br /&gt;
[http://forums.renegadeprojects.com/showthread.php?tid=1219&amp;amp;pid=13563#pid13563 It has been reported] that using &amp;lt;code&amp;gt;UndeploysInto=none&amp;lt;/code&amp;gt; results in the object automatically being sold when undeployed.&lt;br /&gt;
&lt;br /&gt;
== Undeployed vehicle facing ==&lt;br /&gt;
&lt;br /&gt;
Mind that if the game doesn&#039;t know which direction the VehicleType should be facing when it undeploys, it will undeploy the building without spawning the vehicle. The facing can be specified in the following ways:&lt;br /&gt;
{| border=1 class=&amp;quot;table_descrow&amp;quot;&lt;br /&gt;
! INI Flag || Facing&lt;br /&gt;
|-&lt;br /&gt;
| {{f|ConstructionYard|yes|link}} &amp;lt;br&amp;gt;[[Image:Warning small.png]] &#039;&#039;&#039;Warning:&#039;&#039;&#039; Side-effects.|| South-West&lt;br /&gt;
|-&lt;br /&gt;
| {{f|TickTank|yes|link}} || North-West&lt;br /&gt;
|-&lt;br /&gt;
| {{f|Artillary|yes|link}} || North-East&lt;br /&gt;
|-&lt;br /&gt;
| {{f|ICBMLauncher|yes|link}}&lt;br /&gt;
| rowspan=2 | North-East&lt;br /&gt;
|-&lt;br /&gt;
| {{f|SensorArray|yes|link}}&lt;br /&gt;
|-&lt;br /&gt;
| {{yro}}{{f|DeployFacing|link}}&lt;br /&gt;
| rowspan=2 | As set&lt;br /&gt;
|-&lt;br /&gt;
| {{yro}}{{f|DeployDir|link}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*If &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;[[BuildingTypes]]&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; has &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;&amp;lt;font style=&amp;quot;color:blue&amp;quot;&amp;gt;UndeploysInto=&amp;lt;/font&amp;gt;(name of vehicle)&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; but no &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;{{f|Buildup|(name of animation)|Link}}&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;b &amp;gt;&amp;lt;u&amp;gt;[[BuildingTypes]]&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; cannot be restored to &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;[[VehicleTypes]]&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
*Even if you specify name &amp;lt;b&amp;gt;[[VehicleTypes]]&amp;lt;/b&amp;gt; that do not exist, such as &amp;lt;b&amp;gt;UndeploysInto=AAA&amp;lt;/b&amp;gt;&lt;br /&gt;
tags &amp;lt;b&amp;gt;UndeploysInto&amp;lt;/b&amp;gt; will work as expected, along with &amp;lt;b&amp;gt;[[VehicleTypes]]&amp;lt;/b&amp;gt; that do not contain images. There is no information and &amp;lt;b&amp;gt;{{f|Locomotor|{4A582747-9839-11d1-B709-00A024DDAFD1}|Link}}.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(If you specify the name of [[AircraftTypes]] You must have complete information of specified [[AircraftTypes]] and importantly it will become [[VehicleTypes]] completely even if there is a match, e.g. ORCA)&amp;lt;br&amp;gt;&lt;br /&gt;
*If [[BuildingTypes]] has [[DeploysInto]] and [[UndeploysInto]] [[BuildingTypes]] will not be repairable.&lt;br /&gt;
*Using this with &amp;lt;b&amp;gt;construction yard&amp;lt;/b&amp;gt;will cause an error if &amp;lt;b&amp;gt;construction yard&amp;lt;/b&amp;gt; does not have {{f|UndeploysInto||link}}{{f|BaseUnit|link}}.&lt;br /&gt;
*If you set it like this:&lt;br /&gt;
&#039;&#039;&#039;[GAPILL]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UndeploysInto=GAPILL&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And you need to have a [[Voxel]] file named &#039;&#039;&#039;GAPILL&#039;&#039;&#039; when you undeploy.&lt;br /&gt;
You will be presented with [[VehicleTypes]] which has images with but no data whatsoever.&lt;br /&gt;
Although &#039;&#039;&#039;[GAPILL]&#039;&#039;&#039; has information in the [[BuildingTypes]] however&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=TurretOffset&amp;diff=28864</id>
		<title>TurretOffset</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=TurretOffset&amp;diff=28864"/>
		<updated>2025-07-02T16:00:40Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|integer}}&lt;br /&gt;
|default=0&lt;br /&gt;
|types={{Categ|TechnoTypes}}&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;
==For VehicleTypes==&lt;br /&gt;
TurretOffset provides additional degree of control over [[Voxel Turret and Barrel Positioning|turret/barrel positioning]]. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in [[lepton]]s. It allows you to move the turret &amp;quot;box&amp;quot; forward or backward over the z axis. (And by doing so, it affects the barrel&#039;s location on the z-axis the same way.)&lt;br /&gt;
&lt;br /&gt;
- = reverse, + = forward, its actually sensible for once&lt;br /&gt;
==For BuildingTypes==&lt;br /&gt;
You can use this tag with [[BuildingTypes]] (discovered by testid123) with the following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
1. You need the files Voxeltur.hva (Turret name must be the same as the Image used with [[BuildingTypes]]) and Voxeltur.vxl (Turret name must be the same as the Image used with [[BuildingTypes]]).&amp;lt;br&amp;gt;&lt;br /&gt;
2.[[Image]] of [[BuildingTypes]] that use the &amp;lt;b&amp;gt;TurretOffset=x&amp;lt;/b&amp;gt; tag must have {{f|Voxel|yes|link}} in [[Artmd.ini]];;Yet it still suffers from the side effects of tag errors &amp;lt;b&amp;gt;TurretOffset=x&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;The [[TurretAnim]] of [[BuildingTypes]] changes based on the x value of the tag. &amp;lt;b&amp;gt;TurretOffset&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;[[File:TurretOffset on BuildingTypes.png]]&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*Changed the basic attack position of any units and buildings. with &#039;&#039;&#039;TurretOffset=x&#039;&#039;&#039;([[FLH]] position depends on turret?)&amp;lt;br&amp;gt;&lt;br /&gt;
*When the turret position is not at [[VehicleTypes]] Voxel turrets are displayed incorrectly&lt;br /&gt;
*Although TurretOffset For Building is effective, only the image offset will follow the direction of the building, and the firing coordinates will not change with the direction, but simply move to a new fixed point that is offset by the amount set by TurretOffset in the east direction of the original fixed point.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=TurretCount&amp;diff=28863</id>
		<title>TurretCount</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=TurretCount&amp;diff=28863"/>
		<updated>2025-07-02T16:00:30Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=unsigned integers&lt;br /&gt;
|default=0&lt;br /&gt;
|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}},{{Categ|AircraftTypes}},{{Categ|BuildingTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the amount of turrets this object has. Used for special weapon systems, for example, turret-changers ({{f|Gunner|yes|link}}), charge turrets ({{f|IsChargeTurret|yes|link}}), or gattling logic ({{f|IsGattling|yes|link}}).&lt;br /&gt;
&lt;br /&gt;
In those cases, the game loads files {{Tt|&#039;&#039;objectname&#039;&#039;tur&#039;&#039;%d&#039;&#039;.vxl/hva}}, where &#039;&#039;%d&#039;&#039; represents the number between 1 and {{f|TurretCount|link}}, as opposed to plain {{Tt|&#039;&#039;objectname&#039;&#039;tur.vxl/hva}} it loads normally.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
When setting {{f|TurretCount}} to a value greater than {{tt|0}}, see that {{f|WeaponCount|link}} is also set correctly. This has to be done because the latter is not initialized to a constant value, and garbage in memory could lead to unexpected results, like corrupting memory. In the best case it crashes when starting a game.&lt;br /&gt;
&lt;br /&gt;
*Allows &amp;lt;font style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[InfantryTypes]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/font&amp;gt; to use Weapons with &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:blue&amp;quot;&amp;gt;Burst=2&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039; are possible.&lt;br /&gt;
&lt;br /&gt;
If &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[InfantryTypes or AircraftTypes]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; has &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;{{f|TurretCount|1|Link}}&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;{{f|WeaponCount|2|Link}}&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[Weapon1FLH]](in [[Art.ini]] or [[Artmd.ini]])&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[Weapon2FLH]](in [[Art.ini]] or [[Artmd.ini]])&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[EliteWeapon1FLH]](in [[Art.ini]] or [[Artmd.ini]])&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[EliteWeapon2FLH]](in [[Art.ini]] or [[Artmd.ini]])&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[E1]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;TurretCount=1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WeaponCount=2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Weapon1=AGGattling&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EliteWeapon1=AGGattlingE&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Weapon2=AAGattling&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EliteWeapon2=AAGattlingE&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burst=2.png]]&lt;br /&gt;
&lt;br /&gt;
And the [[WeaponX]] system initiated in this way can also be used normally in modern engines with [[DeployFireWeapon]] to specify weapons beyond 2.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=TurretAnim&amp;diff=28862</id>
		<title>TurretAnim</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=TurretAnim&amp;diff=28862"/>
		<updated>2025-07-02T16:00:20Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|default=none&lt;br /&gt;
|values={{values|string|[[Animations]]}}&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 should be set to the [[animation]] to be rendered as a [[turret]] on this [[BuildingTypes|building type]]. The turret animation can be of three types:&lt;br /&gt;
&lt;br /&gt;
== Voxel Turret ==  &lt;br /&gt;
To render a [[voxel]] turret on a building, simply put the voxel&#039;s file name into the {{f|TurretAnim}} input and give the building the additional tag {{f|TurretAnimIsVoxel|true|link}}; the game will render the voxel directly onto the building without a need for a corresponding {{ini|art}} entry.&lt;br /&gt;
&lt;br /&gt;
Through my various tests, I found that &amp;lt;b&amp;gt;Voxel Turret&amp;lt;/b&amp;gt; can have more than one turret.&amp;lt;br&amp;gt;[[File:Voxel Turret x2.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Normally you cannot specify &#039;&#039;&#039;TurretAnim=VoxelWO&#039;&#039;&#039; is possible, but if you define it like this: It will be available.&amp;lt;br&amp;gt;&lt;br /&gt;
example:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[GAPOWR]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|Image|DESTWO|ink}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|Turret|yes|ink}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|TurretAnim|DEST|ink}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|TurretAnimIsVoxel|True|ink}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;...&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Results&amp;lt;br&amp;gt;[[File:TurretAnim=DEST.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you don&#039;t follow the above method. But it&#039;s set normally.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[GAPOWR]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|Image|DEST|ink}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|Turret|yes|ink}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|TurretAnim|DESTWO|ink}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{f|TurretAnimIsVoxel|True|ink}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;...&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It will give results like this&amp;lt;br&amp;gt;[[File:TurretAnim=DESTWO.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SHP Turret ==&lt;br /&gt;
[[File:Turretrotation.png|thumb|frame|Turret shape orientation should start from the ▲ direction and rotate counter-clockwise, like in this example.]] To render a turret [[SHP|shape]] on a building, list the [[SHP|.shp]] animation entry in the {{f|TurretAnim}} input and see that {{f|TurretAnimIsVoxel|false|link}}; the game will expect that the turret animation has an {{ini|art}} entry. Turret shapes should have 32 frames and can have shadow frames, which unlike .shp-based vehicles turrets, do animate their shadows.&lt;br /&gt;
&lt;br /&gt;
It will also need these:&amp;lt;br&amp;gt;&lt;br /&gt;
 {{f|LoopStart|0|link}}&lt;br /&gt;
 {{f|LoopEnd|32|link}}&lt;br /&gt;
 {{f|LoopCount|-1|link}}&lt;br /&gt;
 {{f|Rate|0|link}}&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
SHP images in &amp;lt;b&amp;gt;TurretAnim&amp;lt;/b&amp;gt; can be replaced with other SHP images if the SHP file is specified in the &amp;lt;b&amp;gt;TurretAnim&amp;lt;/b&amp;gt; tag. has the tag {{f|Theater|yes|link}} &amp;lt;b&amp;gt;(applies only to theaters where the SHP file has the extension of that theater, such as testtur.tem).&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Normally name of the SHP turret must be specified in the section. [[Animations]] to make it available.&amp;lt;br&amp;gt;&lt;br /&gt;
But if the turret name SHP&#039;&#039;&#039;(animation)&#039;&#039;&#039; is defined in the [[Trailer]] and [[TrailerAnim]] You do not need to specify Put it in the section [[Animations]]&amp;lt;br&amp;gt;&lt;br /&gt;
example:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[RING1]&#039;&#039;&#039; ;Name of Animations in this section must be specified in the section. [[Animations]] also, otherwise doing this would be useless.&amp;lt;br&amp;gt;&lt;br /&gt;
{{f|Trailer|TURSHP|link}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{f|TrailerAnim|TURSHP|link}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Charge Animation ==&lt;br /&gt;
&lt;br /&gt;
Here the turret logic has been &amp;quot;hijacked&amp;quot; for a special purpose. If the building has no turret ({{f|Turret|no|link}}) but has a valid {{f|TurretAnim}} entry and a [[primary]] weapon with {{f|Charges|yes|link}}, then this animation is used for the weapon charge-up animation. When the building acquires a target, this animation will play before the weapon can actually fire. An example of this is the Obelisk of Light in {{ts}}. Use {{f|TurretChargeAnimRate|link}} to specify the animation speed.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;;Even though the turret voxels cannot have shadows But you can create one fake turret and then lowerits height.&lt;br /&gt;
until it is level with the ground And then you adjust it to black. to create fake shadows&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;P Align=center&amp;gt;[[File:Fake Shadow(Voxel).png]]&amp;lt;/P&amp;gt;&amp;lt;P Align=center&amp;gt;&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:blue&amp;gt;[&amp;lt;/font&amp;gt;Fake Shadow(Voxel)&amp;lt;font style=&amp;quot;color:blue&amp;gt;]&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/P&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
*Can be replaced with [[VoxelBarrelFile]] &amp;lt;b&amp;gt;(Disable tag &amp;quot;TurretAnim&amp;quot; and use the [[VoxelBarrelFile]] tag instead)&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[TurretAnimIsVoxel]]&lt;br /&gt;
* [[TurretAnimDamaged]]&lt;br /&gt;
* [[TurretAnimX]]&lt;br /&gt;
* [[TurretAnimY]]&lt;br /&gt;
* [[TurretAnimZAdjust]]&lt;br /&gt;
* [[TurretChargeAnimRate]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Turret&amp;diff=28861</id>
		<title>Turret</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Turret&amp;diff=28861"/>
		<updated>2025-07-02T16:00:10Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&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=yes on BuildingTypes, no on other objects&lt;br /&gt;
|types={{Categ|VehicleTypes}}, {{Categ|BuildingTypes}}&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 this object has a turret. &lt;br /&gt;
;On VehicleTypes&lt;br /&gt;
:The turret filename has to be the same as the object&#039;s, with the suffix {{Tt|tur}}, and be in [[VXL]] format, with an accompanying [[HVA]]. Should [UNIT] have Turret=yes set but no file with the name unittur exist, the game will crash.&lt;br /&gt;
;On AircraftTypes&lt;br /&gt;
It was hardcoded to not have a turret. Even though there is a tag &amp;lt;b&amp;gt;Turret=yes&amp;lt;/b&amp;gt;.&lt;br /&gt;
;On BuildingTypes&lt;br /&gt;
:The turret filename is specified by {{f|TurretAnim|link}}, should be the same as on VehicleTypes, and its format is specified by {{f|TurretAnimIsVoxel|link}}. If the turret is in [[SHP]] format, it should be defined in art(md).ini and listed in [Animations] in order to be loaded by the game. If the turret is in VXL format, this is not necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
If [[BuildingTypes]] does not have the tag [[TurretAnim]], but has the tag {{f|TurretAnimIsVoxel|yes|link}} and other related tags&lt;br /&gt;
([[TurretAnimX]],[[TurretAnimY]],[[TurretAnimZAdjust]]) The game will use the Voxel turret image according to the image of the [[BuildingTypes]] defined, e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[GAPILL]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Image=LTNK&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The game uses the image of the &amp;lt;b&amp;gt;Lasher Light Tank&amp;lt;/b&amp;gt;&#039;s turret instead.&amp;lt;br&amp;gt;&lt;br /&gt;
If you wish to have [[BuildingTypes]] use this [[BuildingTypes]] turret You must meet the following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
You need the files Voxeltur.hva (Turret name must be the same as the Image used with [[BuildingTypes]]) and Voxeltur.vxl (Turret name must be the same as the Image used with [[BuildingTypes]]) and [[Image]] of [[BuildingTypes]] must have {{f|Voxel|yes|linkl}} in [[Artmd.ini]]&amp;lt;br&amp;gt;&lt;br /&gt;
*for a [[Voxel]] turret. Even though it is a [[Voxel]] file, those [[Voxel]] turrets It&#039;s not sloping Along the sloping area.&amp;lt;b&amp;gt;(My opinion: Since [[BuildingTypes]] cannot use [[Locomotor]], it [[BuildingTypes]] cannot tilt along sloped terrain)&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TurretAnimIsVoxel=True on a sloping area.png]]&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*I don&#039;t know for what reason. This caused the voxel turret to always have no shadows, and Westwood never thought about fixing this problem from [[TS]] until [[RA2]](This issue was fixed in [[Ares]],[[Phobos]]).&lt;br /&gt;
*If [[VehicleTypes]] [[SHP]] has &amp;lt;b&amp;gt;Turret=yes&amp;lt;/b&amp;gt; there will be a shadow above the ground.  When floating above the ground by any means&amp;lt;br&amp;gt;&lt;br /&gt;
*If Buildings that infantry canable occupy &#039;&#039;&#039;({{f|CanBeOccupied|yes|Link}})&#039;&#039;&#039; have &#039;&#039;&#039;{{f|Turret|yes|Link}}&#039;&#039;&#039; after infantry leaves the building. Will not be able to go back in again (&#039;&#039;&#039;Bio Reactor&#039;&#039;&#039; is not affected by this glitch. Instead, the owner of the &#039;&#039;&#039;Bio Reactor&#039;&#039;&#039; cannot release the [[infantryTypes]] inside).&amp;lt;br&amp;gt;[[File:Bio Reactor and Turret=yes.gif]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Causes shadows of &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[VehicleTypes]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; to display incorrectly(This issue was fixed in [[Ares]],[[Phobos]]).&amp;lt;br&amp;gt;&lt;br /&gt;
*At least in {{ts}}, [[VehicleTypes|Vehicle]] [[SHP|shapes]] with a turret are limited to a 160x160 pixel canvas. Any pixels beyond this limit are not drawn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;IE Warning:&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Without considering any extension engines, for a vehicle with Image=&amp;lt;none&amp;gt;, even if it should not have an image or create an empty Shape image due to Image settings, if you add &#039;&#039;&#039;Turret=yes&#039;&#039;&#039;, the game will still attempt to obtain a Voxel Turret section, and you will receive a internal error. Congratulations. xD&lt;br /&gt;
Only God knows about such an outrageous work logic.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tubes&amp;diff=28860</id>
		<title>Tubes</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tubes&amp;diff=28860"/>
		<updated>2025-07-02T15:59:59Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[Tubes]}}&lt;br /&gt;
&lt;br /&gt;
{{MappingBar}}&lt;br /&gt;
&lt;br /&gt;
This section lists all the Tunnels in this map. Note that internally each Tunnel listed here is one cell wide and one way, meaning a typical three-cell wide two-way tunnel construct requires &#039;&#039;six&#039;&#039; entries in this section, three running one way and three going backwards. While you can give each one a different path, it is not recommended since it breaks the unit pathfinding. &lt;br /&gt;
&lt;br /&gt;
(You don&#039;t need the [[Terrain Expansion]] to make use of tunnels in YR, they&#039;re still part of the engine, but it&#039;ll be necessary if you want it looking pretty.)&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;td&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{td}} ===&lt;br /&gt;
Tunnels don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;ra&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{ra}}, {{cs}}, {{am}} ===&lt;br /&gt;
Tunnels don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;ts&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;ra2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;yr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{ts}}, {{fs}}, {{ra2}}, {{yr}} ===&lt;br /&gt;
&lt;br /&gt;
The [{{Tt|Tubes}}] section takes the following format:&lt;br /&gt;
&lt;br /&gt;
 [Tubes]&lt;br /&gt;
 Index=ENTER_X,ENTER_Y,FACING,EXIT_X,EXIT_Y,DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%&amp;quot; border=1 class=&amp;quot;table_descrowdesccol&amp;quot;&lt;br /&gt;
|+ Meanings of each string&lt;br /&gt;
! style=&amp;quot;width: 13em; &amp;quot; | String&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|Index|ts}}&lt;br /&gt;
| This is an index into the list, not parsed, so any string without equals-signs will do. &#039;&#039;&#039;Note&#039;&#039;&#039;: The game was not designed to support more than 127 entries in this list (which is 127/6 = 21 typical tunnel constructs). Exceeding that limit will cause problems.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|ENTER_X|ts}}&lt;br /&gt;
| The X coordinate of the entrance cell. Each tunnel should have a different entrance cell.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|ENTER_Y|ts}}&lt;br /&gt;
| The Y coordinate of the entrance cell.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|FACING|ts}}&lt;br /&gt;
| The numeric value of the facing the unit should assume before entering this tunnel. 0 - 7, with 0 standing for game North (NorthEast of the screen) and rotating clockwise.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|EXIT_X|ts}}&lt;br /&gt;
| The X coordinate of the exit cell.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|EXIT_Y|ts}}&lt;br /&gt;
| The Y coordinate of the exit cell.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|DIRECTIONS|ts}}&lt;br /&gt;
| A comma-separated list of directions the unit should follow as it moves through the tunnel. Up to 100 directions can be specified in one tunnel, list should end with -1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Special care should be taken to ensure the entrance and exit cells are at the same height, or units will get stuck in them, [https://ppmforums.com/post-581645#581645 see here] (VXL and SHP units can and will get stuck; train units can get stuck too in RA2YR). Also, due to the fact that Tunnels were never a proper feature in RA2/YR, they don&#039;t cooperate well with new additions such as Battle Bunkers. It is advised to keep the edges of tunnel roofs unbuildable. &amp;lt;!-- someone make a pic of what happens when such a bunker is unloaded, Cannis had it iirc --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the event a Tube doesn&#039;t actually reach the ending coordinate (because Tunnel Drawer only lets you move 100 cells so you have to force-end it) units will teleport to exit coordinates.&lt;br /&gt;
You can abuse this to create portals. Note that it &#039;&#039;&#039;seems like&#039;&#039;&#039; InfantryTypes don&#039;t teleport to exit coordinates and instead simply &amp;quot;exit&amp;quot; the tunnel; VehicleTypes are teleported without trouble.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
Note the game was not designed to support more than 127 entries in this list (which is 127/6 = 21 typical tunnel constructs). Exceeding that limit will cause problems.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[https://ppmforums.com/topic-37881/ts-ra2-tunnel-drawer/ Tunnel Drawer (requires Flash Player; scroll to last post on thread for mirror)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Information]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Translucent&amp;diff=28859</id>
		<title>Translucent</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Translucent&amp;diff=28859"/>
		<updated>2025-07-02T15:59:47Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=Translucent&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Animations}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
If set to &#039;yes&#039;, animation will be drawn with a gradual fade-out effect, starting as 100% opaque and fading to 100% transparent. Actual length of the fade-out effect is determined by the length of the animation. Defaults to &#039;no&#039;.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
*If used together with the [[Reverse]] tag, it will cause transparency to work in reverse. That is, transparency will start at &#039;&#039;&#039;75&#039;&#039;&#039; then &#039;&#039;&#039;50&#039;&#039;&#039; then &#039;&#039;&#039;25&#039;&#039;&#039; then &#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*If this were to be used with the SHP turret Will have the following results:&lt;br /&gt;
The more the turret is turned to the left, the Transparency will only be greatly reduced.&lt;br /&gt;
The more the turret is turned to the right, the Transparency will only increase.&lt;br /&gt;
&lt;br /&gt;
[[File:Translucent on SHP turret1.png]] [[File:Translucent on SHP turret2.png]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{f|Translucency|link}}&lt;br /&gt;
*{{f|TranslucencyDetailLevel|link}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Translucency&amp;diff=28858</id>
		<title>Translucency</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Translucency&amp;diff=28858"/>
		<updated>2025-07-02T15:59:37Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=Translucency&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values=[[Help:Values#Integers|Integers]] (one of 0,25,50,75)&lt;br /&gt;
|default=0&lt;br /&gt;
|types={{Categ|Animations}},{{Categ|Particles}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Is used to make animation appear transparent. Animation will retain same level of transparency during it&#039;s entire lifetime. Valid values are 0, 25, 50 and 75, which stand for 0%, 25%, 50% and 75% transparent respectively. &lt;br /&gt;
&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
[[Translucent]] conflicts with &amp;lt;tt&amp;gt;Translucency&amp;lt;/tt&amp;gt;, and the object will obey &amp;lt;tt&amp;gt;Translucent&amp;lt;/tt&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[TranslucencyDetailLevel]]&lt;br /&gt;
&lt;br /&gt;
[[DetailLevel]]&lt;br /&gt;
&lt;br /&gt;
[[UseNormalLight]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=TrailerAnim&amp;diff=28857</id>
		<title>TrailerAnim</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=TrailerAnim&amp;diff=28857"/>
		<updated>2025-07-02T15:59:27Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Ini|art}}&lt;br /&gt;
|default=none&lt;br /&gt;
|values={{Values|string|[[Animation]] IDs}}&lt;br /&gt;
|types=[[Animations]], [[VoxelAnims]][[#bugs|{{sup|1}}]]&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;
Specifies the [[Animation]] to play as a trailer behind the parent animation. The parent object can be any [[SHP]] or [[VoxelAnims|voxel]][[#bugs|{{sup|1}}]] animation aside from [[projectiles]], which use the flag {{f|Trailer|link}} instead.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{{Automatictypelist|Animations|Animations}}&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
{{sup|1}} Although TrailerAnim works on [[VoxelAnims]], the trailer&#039;s velocity is bugged, causing it to fly in a much higher arc than the parent object.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[TrailerSeperation]]&lt;br /&gt;
* [[ExpireAnim]]&lt;br /&gt;
* [[Spawns]] and [[SpawnCount]]&lt;br /&gt;
* [[Next]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tmcj4f.ini&amp;diff=28856</id>
		<title>Tmcj4f.ini</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tmcj4f.ini&amp;diff=28856"/>
		<updated>2025-07-02T15:59:11Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cheat|THETEAM}}&lt;br /&gt;
&lt;br /&gt;
Secret .ini file originally found in the Tiberian Sun CDs, contains easter eggs - infantry and unit types from Tiberian Sun with different weapons and names of the Westwood development team. Activated by typing &amp;quot;THETEAM&amp;quot; in the startup screen.&lt;br /&gt;
&lt;br /&gt;
A former Westwood programmer &#039;&#039;Denzil Long&#039;&#039; has stated he is the author of this easter egg and clarified the cryptic filename to be an abbreviation of &amp;quot;Totally Cool Mission Just 4 Fun&amp;quot; (with a typo, no less). &amp;lt;br&amp;gt;([http://www.petroglyphgames.com/forums/index.php?showtopic=4056&amp;amp;view=findpost&amp;amp;p=109334 Source])&amp;lt;br&amp;gt;&lt;br /&gt;
When activated, this file is loaded after the real rules and treated like an additional rules file, but only for skirmish (not singleplayer campaigns and not multiplay) games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
*Most of the data in the file &#039;&#039;&#039; &#039;Tmcj4f.ini&#039; &#039;&#039;&#039; is quite outdated. [[RA2]],[[YR]], although it still works. But you still have to add the information you want.&lt;br /&gt;
&lt;br /&gt;
[[Category: General Editing Information]]&lt;br /&gt;
[[Category: INI Files]]&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*In [[YR]], this can cause pre placed buildings on the map to lose their working animations, such as the national flag with only flagpoles left, and the radar at the tech airport stopping to swing. etc&lt;br /&gt;
*It is strange that &#039;&#039;&#039;Lasher Light Tank&#039;&#039;&#039;&#039; can appear in [[RA2]] (As a matter of fact, the &#039;&#039;&#039;Light Tank&#039;&#039;&#039; exists in [[RA2]], but is not used,and [[Westwood]] used it in [[YR]] instead).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiled&amp;diff=28855</id>
		<title>Tiled</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiled&amp;diff=28855"/>
		<updated>2025-07-02T15:59:01Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|Boolean|yes|no|1|0}}&lt;br /&gt;
|types={{Categ|Animations}}&lt;br /&gt;
|ts=no&lt;br /&gt;
|fs=no&lt;br /&gt;
|ets=no&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=no&lt;br /&gt;
}}&lt;br /&gt;
Tiled=yes makes the anim &amp;quot;stack&amp;quot; upwards.&amp;lt;br&amp;gt;It is used in Tiberian Sun&#039;s [IONBEAM] so the beam draws from the top of the screen to target cell.&amp;lt;br&amp;gt;&lt;br /&gt;
In theory, you can see the anim playing from top of the map to the bottom of the map.&amp;lt;br&amp;gt;If &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Tiled=yes&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; is used with the SHP turret It will look incredibly funny.&amp;lt;br&amp;gt;[[File:Tiled on SHP turret.png]]&lt;br /&gt;
==Note==&lt;br /&gt;
*Because this is a tag used for Animation rather than for Particles, it has no effect on the images called by Particles, which is a natural thing.&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*&amp;lt;u&amp;gt;&amp;lt;b&amp;gt; [[Animations]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;are hardcoded to use the &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;{{f|AnimPalette|yes|Link}}&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; palette Always&lt;br /&gt;
*This bug has been fixed in [[Phobos]] Build33.&lt;br /&gt;
&amp;quot;[https://phobos.readthedocs.io/en/latest/Fixed-or-Improved-Logics.html#bugfixes-and-miscellaneous Animation with Tiled=yes now supports CustomPalette.]&amp;quot;&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=TickTank&amp;diff=28854</id>
		<title>TickTank</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=TickTank&amp;diff=28854"/>
		<updated>2025-07-02T15:58:51Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&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=0&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
This flag acts similar to {{f|Artillary|link}} and {{f|IsJuggernaut|link}} as they control the direction a unit will turn to before deploying into a structure. When enabled on a [[BuildingType|building]], any unit that deploys into said building will turn to face [[Compass|east]] (bottom-right) before deploying.&lt;br /&gt;
&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
===Hardcoded AI behavior===&lt;br /&gt;
Although generally useful, it is worth noting that this flag affects the deployer unit behavior when AI-controlled. Whenever the unit that can deploy into this structure engages with an enemy vehicle or an armed defensive structure, it will deploy, if able.&lt;br /&gt;
&lt;br /&gt;
===Hardcoded theater-specificity===&lt;br /&gt;
If the building has a [[turret]], the building&#039;s art entry requires {{f|NewTheater|yes|link}}, else the turret won&#039;t show. This in turn requires that the building [[shape]] files are found in theater-specific [[MIX]] files.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=28853</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=28853"/>
		<updated>2025-07-02T15:58:41Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{guideheader&lt;br /&gt;
|td=yes&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;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
The [Tiberiums] section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|OverlayType]] indexes. Note that the position (index) of the overlay in the internal array differs from the [OverlayTypes] list in {{ini|rules}}.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Internal Index !! INI Index !! Overlays in Set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 || 105 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 || 28 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 || 130 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 || 150 || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t typically appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
There is a commented out &amp;lt;tt&amp;gt;Shard&amp;lt;/tt&amp;gt; tag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The closest matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Thief&amp;diff=28852</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Thief&amp;diff=28852"/>
		<updated>2025-07-02T15:58:09Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&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}}&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;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In {{ra}}, the Thief was an [[InfantryType|infantry unit]] that could enter a Refinery or Silo and steal 50% of the credits it contains.&lt;br /&gt;
&lt;br /&gt;
== In {{ts}} and {{fs}} ==&lt;br /&gt;
&lt;br /&gt;
The {{f|Thief}} flag was introduced in Tiberian Sun, and as its name and {{Categ|ini=rules|rules.ini}} description suggests, it was supposed to make the unit able to steal credits just like the Thief in Red Alert. Unfortunately, the flag does nothing at all.&lt;br /&gt;
&lt;br /&gt;
== In {{ra2}} and {{yr}} ==&lt;br /&gt;
&lt;br /&gt;
{{f|Thief|yes}} allows the infantry to enter a refinery when used with {{f|Infiltrate|yes|link}} in RA2 but it does not steal any money. For the same in YR, the infantry is rejected from entering, so it cannot enter the buildings. Stealing credits is now achieved by using {{f|Agent|yes|link}} in RA2/YR.&lt;br /&gt;
&lt;br /&gt;
{{f|Thief|yes}} is also required for {{f|VehicleThief|yes|link}} to work correctly.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
In {{Yr}} at least, if {{f|Thief|yes|link}} is set on an [[InfantryType]] then that [[InfantryType]] will be unable to enter guard mode. For example, setting {{f|Thief|yes|link}} on an Attack Dog will prevent the Attack Dog from detecting and attacking disguised enemy units automatically.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Theater&amp;diff=28851</id>
		<title>Theater</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Theater&amp;diff=28851"/>
		<updated>2025-07-02T15:57:59Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==On ObjectTypes==&lt;br /&gt;
{{Flag&lt;br /&gt;
|files={{Categ|ini=art}}&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Objects}}&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 if an alternate [[image]] should be loaded for the object based on the map&#039;s [[Theaters|theater]]. If this is set, the game will discard the {{Tt|SHP}} extension of the filename and use the same extension this theater&#039;s terrain tiles use. Correspondingly, the file it uses is not necessarily the standard tem file, such as the original {{tt|tree##.tem}}. The characters used for each theater can be found on the [[Theaters]] page.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}}/{{yr}}, {{f|Theater|yes}} essentially hardcodes the object to be a [[TerrainTypes|terrain object]]. Ore can spawn and grow in their [[Foundation]] range, and they can use the relevant {{f|SpawnsTiberium|link}}, {{f|IsAnimated|link}}, {{f|AnimationRate|link}}, and {{f|AnimationProbability|link}} flags associated with spawning ore. &lt;br /&gt;
&lt;br /&gt;
Objects with {{f|Theater|yes}} will furthermore not accept most art flags such as {{f|ActiveAnim|link}} or {{f|Palette|link}}.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
*For the [[TerrainTypes]] object, even if &#039;&#039;&#039;Theater=yes&#039;&#039;&#039; is not specified, if you have an object file whose extension ends with a theater abbreviation, such as .tem .sno .urb etc., when you play in that theater, the object image will change to the current image in that theater file.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
* Although this flag is parsed on all object types, it only works properly on [[shape]] art.&lt;br /&gt;
* This flag does not work with [[InfantryTypes]].&lt;br /&gt;
&lt;br /&gt;
==On Maps==&lt;br /&gt;
{{Flag&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|values={{values|string|[[Theaters]]}}&lt;br /&gt;
|types={{Categ|Maps}}&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 which [[Theaters|theater]] this map should use. Technically, this allows you to change the theater of the map at will, for example from a snow map to a temperate map, without otherwise editing the map or creating a whole new map.&amp;lt;br&amp;gt;&lt;br /&gt;
However, most theaters have minimal interchangeability because their tilesets don&#039;t always have equivalents in all theaters. Therefore, changing the map theater may result in graphical errors.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;[[File:Hill Between(Original).png|frame|A Hill Between (Original, Theater=URBAN)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;[[File:Hill Between(NEWURBAN).png|frame|A Hill Between (Theater=NEWURBAN)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=The_Prerequisite_System&amp;diff=28850</id>
		<title>The Prerequisite System</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=The_Prerequisite_System&amp;diff=28850"/>
		<updated>2025-07-02T15:57:49Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Prerequisite System controls the conditions required to build a certain object. Those conditions are:&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #aaaaaa; background:#e5e5e5; border-spacing: 5px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
; Is this object&#039;s TechLevel valid?&lt;br /&gt;
: Checks if the TechLevel of the object is above -1 and below [{{f|MultiplayerDialogSettings|link}}]&amp;amp;rarr;{{f|TechLevel|link}}.&lt;br /&gt;
; Is this house not forbidden from owning this object?&lt;br /&gt;
: Checks if the house is not listed in {{f|ForbiddenHouses|link}}.&lt;br /&gt;
; Is this house allowed to own this object?&lt;br /&gt;
: Checks if the house is listed in {{f|RequiredHouses|link}}.&lt;br /&gt;
; Does this house own all the prerequisite structures?&lt;br /&gt;
: Checks if the house owns the prerequisite structures listed in {{f|Prerequisite|link}}&lt;br /&gt;
; Is this object stolen technology?{{yro}}&lt;br /&gt;
: If the unit contains {{f|RequiresStolenAlliedTech|link}}&amp;lt;tt&amp;gt;=yes&amp;lt;/tt&amp;gt;, {{f|RequiresStolenSovietTech|link}}&amp;lt;tt&amp;gt;=yes&amp;lt;/tt&amp;gt;, or {{f|RequiresStolenThirdTech|link}}&amp;lt;tt&amp;gt;=yes&amp;lt;/tt&amp;gt;, has the apropriate lab get spied upon?&lt;br /&gt;
|}&lt;br /&gt;
If all conditions are met, the house is &#039;&#039;theoretically allowed&#039;&#039; to build that object, signaled by a [[EVA_NewConstructionOptions|&amp;quot;New Construction Options&amp;quot;]] announcement.&amp;lt;br&amp;gt;&lt;br /&gt;
Next, the game determines whether the house &#039;&#039;actually can&#039;&#039; build the object:&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #aaaaaa; background:#e5e5e5; border-spacing: 5px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
; Does the house own a {{f|Factory|link}} of the appropriate type?&lt;br /&gt;
: Checks whether the house has at least one structure with {{f|Factory|link}} matching the object&#039;s type.&lt;br /&gt;
; Can this house own this object?&lt;br /&gt;
: Checks if your {{f|Factory|link}} contains atleast 1 {{f|Owner|link}} listed as this units {{f|Owner|link}}.&lt;br /&gt;
; If the object in question is a VehicleType, does the house have a {{f|Factory|VehicleType|link}} with the same {{f|Naval|link}} setting as the object?&lt;br /&gt;
: Checks whether the house has a War Factory if it&#039;s trying to build land-based ({{f|Naval|no|link}}) vehicles, and whether it has a Shipyard if it&#039;s trying to build water-based ({{f|Naval|yes|link}}) vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overrides==&lt;br /&gt;
*If an object has a {{f|PrerequisiteOverride|link}} BuildingType (or multiple BuildingTypes) set, a house will be allowed to build the object as soon as it possesses any single one of those listed BuildingTypes, no matter what prerequisites the object usually requires. (Hence the name.)&lt;br /&gt;
*The same applies to objects from {{f|SecretLab|yes|link}} buildings: If a house gains an object through a Secret Lab, it will be allowed to build that object immediately, no matter what prerequisites the object usually requires. Such an object will be buildable even if it has {{f|TechLevel|11|link}} set.&lt;br /&gt;
*In addition, AI players do not check {{f|Prerequisite|link}} and {{f|TechLevel|link}} tags when they&#039;re trying to build the Power Plants listed under {{f|GDIPowerPlant|link}}, {{f|NodRegularPower|link}}, {{f|ThirdPowerPlant|link}}{{yro}}.&lt;br /&gt;
*AI players also ignore all {{f|Prerequisite|link}} settings except {{f|TechLevel|link}} on all other objects, they build objects in the order dictated by the {{Ini|ai}} file (the order of BuildingTypes is controlled by different methods covered [[AI base building|here]]).&lt;br /&gt;
&#039;&#039;All cases under the presumption that the house owns a factory of the appropriate type.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Prerequisite Groups==&lt;br /&gt;
A &amp;quot;prerequisite group&amp;quot; refers to a list of structures, and any single one of them is sufficient to fulfill the type. See: [[Generic Prerequisites]].&lt;br /&gt;
&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
Only one building specified by &amp;lt;tt&amp;gt;PrerequisiteOverride=&amp;lt;/tt&amp;gt; activates production, meaning that it&#039;s not a cumulative list like &amp;lt;tt&amp;gt;Prerequisites=&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* Ares can allow more types of prerequisite alternatives, see: https://ares-developers.github.io/Ares-docs/new/prerequisites.html&lt;br /&gt;
&lt;br /&gt;
At least in {{ra2}} and {{yr}}, the AI players ignore &amp;lt;tt&amp;gt;Prerequisites=&amp;lt;/tt&amp;gt; for building queues, limited instead by [[AIBuildThis]], [[Owner]], [[RequiredHouses]], [[ForbiddenHouses]], and stolen tech requirements. &lt;br /&gt;
&lt;br /&gt;
Also in {{ra2}}, the [[AITriggerTypes]] in {{ini|ai}} instruct the AI player to produce [[TaskForces]] disregarding &amp;lt;tt&amp;gt;Prerequisites&amp;lt;/tt&amp;gt; altogether, as well as [[TechLevel]], limited by other factors as above.&lt;br /&gt;
&lt;br /&gt;
[[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=TerrainTypes&amp;diff=28849</id>
		<title>TerrainTypes</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=TerrainTypes&amp;diff=28849"/>
		<updated>2025-07-02T15:57:35Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sectionheader&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;
&lt;br /&gt;
This section of [[Rules|rules(md).ini]] lists all terrain objects, typically trees, the game should be able to use. Terrain objects not listed here cannot be placed on a map by an editor, and if found on a map they will be ignored by the game.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
{{:AbstractTypes}}&lt;br /&gt;
{{:ObjectTypes}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|TerrainTypes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|IsVeinhole|link}}  || boolean || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|WaterBound|link}}  || boolean || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpawnsTiberium|link}}  || boolean || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|IsFlammable|link}}  || boolean || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Art}} || Object&#039;s Image || {{f|Foundation|link}}  || Foundation || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|RadarColor|link}}  || Color || {0;0;0} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|IsAnimated|link}}  || boolean || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|AnimationRate|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|AnimationProbability|link}}  || float || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|TemperateOccupationBits|link}}  || int || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SnowOccupationBits|link}}  || int || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|YDrawFudge|link}}  || int || 0 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
Due to the way art is used by the game, [[Voxel|Voxels]] which use UNITxxx.PAL palettes, as their lighting/shading is dependent on the [[VPL]], can&#039;t be used as &amp;lt;tt&amp;gt;TerrainTypes&amp;lt;/tt&amp;gt;, which use the ISOxxx.PAL [[Theaters|Theater-specific]] palettes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
&amp;lt;!-- [[Category:General Editing Information]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Temporal&amp;diff=28848</id>
		<title>Temporal</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Temporal&amp;diff=28848"/>
		<updated>2025-07-02T15:57:25Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&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|Warhead|Warheads}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SourceCode|http://dc.strategy-x.com/src2/TemporalClass/TemporalClass.hpp|tr=yes}}&lt;br /&gt;
&lt;br /&gt;
If {{f|Temporal|yes|link}} is set on a weapon&#039;s [[warhead]], then the target will be &amp;quot;frozen&amp;quot; and gradually erased from time. The affected unit is rendered transparent, and the animation specified by [{{f|AudioVisual|link}}]{{arr|r}}{{f|ChronoSparkle1|link}} is played over it. Whilst a unit is frozen it cannot be targeted or affected by any other [[warhead]] (except other {{f|Temporal|yes|link}} [[warheads]]), and is unable to move or attack.&lt;br /&gt;
&lt;br /&gt;
The firing unit must continue firing the weapon at the target until the target is erased, otherwise the target will unfreeze unharmed. The delay necessary to erase an object depends on the weapon&#039;s {{f|Damage|link}} - each frame, a Temporal weapon firing at a target &amp;quot;takes away&amp;quot; as many points as its Damage dictates, and the unit gets erased when 10 * its maximum hitpoints have been &amp;quot;taken away&amp;quot;. The duration completely ignores warhead percentages or current unit hitpoints.&lt;br /&gt;
&lt;br /&gt;
Objects that have {{f|Warpable|no|link}} set cannot be targeted (and thus cannot be affected) by a {{f|Temporal|yes|link}} [[warhead]].&lt;br /&gt;
&lt;br /&gt;
Note that {{f|Temporal|yes|link}} warheads will cause an [[Internal Error]] when detonated if any of the following conditions are true:&lt;br /&gt;
*Firing weapon is a shrapnel weapon and [[DeathWeapon]].&lt;br /&gt;
*Firing weapon is an urban combat weapon (fired from an occupied building).&lt;br /&gt;
*Warhead has a non-zero {{f|CellSpread|link}} set.&lt;br /&gt;
*Warhead also uses the {{f|Culling|yes|link}} flag (which doesn&#039;t apply to non-squidlike units anyway).&lt;br /&gt;
*Firing weapon is a secondary weapon (except for Infantry with {{f|Deployer|yes|link}} and {{f|DeployFire|yes|link}}). ;(The problem was resolved by adding &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;&amp;lt;font style=&amp;quot;color:blue&amp;quot;&amp;gt;Temporal=yes&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; to the warhead of &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;[[Primary]]&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;[[ElitePrimary]]&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;)&lt;br /&gt;
==Note==&lt;br /&gt;
[[TechnoTypes]] that are higher than ground are not affected by this tag. even if an Aircraft [[FlightLevel]] only 1. ([[Ares]] fixed)&amp;lt;br&amp;gt;&lt;br /&gt;
Effects from this tag It will happen only when it actually affects the actual target. The attack on the ground was nothing more than a deception.&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
*If there Is &amp;lt;b&amp;gt;Temporal=yes&amp;lt;/b&amp;gt; tag This tag will disable the tag [[Particle]]&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Teleporter&amp;diff=28847</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Teleporter&amp;diff=28847"/>
		<updated>2025-07-02T15:57:15Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=Teleporter&lt;br /&gt;
|values={{values|boolean}}&lt;br /&gt;
|special=&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This flag has two meanings.&lt;br /&gt;
&lt;br /&gt;
If Teleporter is set to {{f|yes}} on an InfantryType, then said [[InfantryTypes]] can be teleported by the Chronosphere without being killed.&lt;br /&gt;
&lt;br /&gt;
If Teleporter is set to {{f|yes}} on a [[VehicleTypes]] with the chrono [[Locomotor]] set, then said VehicleType will only teleport to dock to a building which has {{f|DockUnload|yes}} set.&lt;br /&gt;
==Nost==&lt;br /&gt;
[[VehicleTypes]] with tags &amp;lt;b&amp;gt;Teleporter=yes&amp;lt;/b&amp;gt; and&lt;br /&gt;
{{f|Locomotor|{4A582747-9839-11d1-B709-00A024DDAFD1}|Link}}&lt;br /&gt;
If we control the [[VehicleTypes]] mentioned above and press the &amp;lt;b&amp;gt;Z&amp;lt;/b&amp;gt; key [[VehicleTypes]] will not move automatically.&lt;br /&gt;
&lt;br /&gt;
[[VehicleTypes]] with tags &amp;lt;b&amp;gt;Teleporter=yes&amp;lt;/b&amp;gt; and {{f|Locomotor|{4A582746-9839-11d1-B709-00A024DDAFD1}|Link}} The [[Turret]] will automatically turn in any direction. and attack animations will be on the wrong side.&lt;br /&gt;
&lt;br /&gt;
[[File:Teleporter=yes and Locomotor=4A582746-9839-11d1-B709-00A024DDAFD1.gif]]&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
&amp;lt;b&amp;gt;[[InfantryTypes]]&amp;lt;/b&amp;gt; with tags &amp;lt;b&amp;gt;Teleporter=yes&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;{{f|C4|yes|Link}}&amp;lt;/b&amp;gt; will not &amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;die&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; when hit by a warp Enter the water. &lt;br /&gt;
ิby &amp;lt;b&amp;gt;[[Superweapons]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{f|Organic|no|link}}&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=TechLevel&amp;diff=28846</id>
		<title>TechLevel</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=TechLevel&amp;diff=28846"/>
		<updated>2025-07-02T15:57:05Z</updated>

		<summary type="html">&lt;p&gt;Rain-Islet: [bot] Batch update {{Bugs}} templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}, {{Categ|Maps}}&lt;br /&gt;
|values=signed integers&lt;br /&gt;
|default=&amp;lt;nowiki&amp;gt;-1 (255 on TechnoTypes)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|types={{Categ|MultiplayerDialogSettings}} ([[Image:Ra2small.png]]{{yro}}) , {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} (rules(md).ini), {{Categ|Houses}} (maps)&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== On BuildingTypes ==&lt;br /&gt;
&lt;br /&gt;
By constructing the building, the house&#039;s &amp;quot;technology level&amp;quot; is &#039;&#039;increased&#039;&#039; to this value, if necessary.&lt;br /&gt;
&lt;br /&gt;
== On Infantry/Vehicle/Aircraft Types ==&lt;br /&gt;
&lt;br /&gt;
This flag specifies the &amp;quot;technology level&amp;quot; necessary to build this object. &lt;br /&gt;
&lt;br /&gt;
== In [{{f|MultiplayerDialogSettings|link}}] ==&lt;br /&gt;
&lt;br /&gt;
This flag specifies the maximum TechLevel achievable in the game. In previous games, you could control this by means of another slider, like the one used for Starting Money or Game Speed. The effect of this limit is that only TechLevel values in the interval 0 - this value (inclusive) are considered &amp;quot;allowed&amp;quot;, and all others are disabled.&lt;br /&gt;
&lt;br /&gt;
== On {{f|Houses|link}} ==&lt;br /&gt;
&lt;br /&gt;
This flag specifies the starting tech level for this AI-controlled house.&lt;br /&gt;
&lt;br /&gt;
== Limitations of this system ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px dashed #aaa; text-align: center; border-collapse: collapse;&amp;quot; border=1&lt;br /&gt;
|+ TechLevel limitations&lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot;&lt;br /&gt;
! rowspan=2 | TechLevel&lt;br /&gt;
! colspan=4 | Can be &lt;br /&gt;
|- style=&amp;quot;background: #eee;&amp;quot;&lt;br /&gt;
! Built by AI&lt;br /&gt;
! Built by Humans&lt;br /&gt;
! A Crate goodie&lt;br /&gt;
! A Secret Lab boon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | -1 &lt;br /&gt;
| {{Y}} || {{N}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | 0 through the maximum &amp;lt;br&amp;gt;(set in MultiplayerDialogSettings) &lt;br /&gt;
| {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | above the maximum &lt;br /&gt;
| {{N}} || {{N}} || {{N}} || {{Y}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
TechLevel -2 and below are considered as buildable at any TechLevel.&lt;br /&gt;
&lt;br /&gt;
And AI doesn&#039;t build Techlevel -1 units even if given in TaskForces. Buildings case is covered in the table above.&lt;br /&gt;
&lt;br /&gt;
==Additional note==&lt;br /&gt;
The hack that Westwood used to make battle bunkers in YR stay owned when empty and not evict infantry when damaged is tied to Techlevel= ; if the techlevel is -1, the building will be treated as a normal civilian building. If the techlevel is anything besides -1, it will be treated with battle bunker logic&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
[[File:TechLevel=-1 Bug.gif]]&lt;br /&gt;
If [[TechnoTypes]] with tag &amp;lt;b&amp;gt;TechLevel=-1&amp;lt;/b&amp;gt;&lt;br /&gt;
and our [[ BuildingTypes]] has {{f|SecretLab|yes|Link}} tags and unlocks those [[TechnoTypes]] &amp;lt;b&amp;gt;TechLevel=-1&amp;lt;/b&amp;gt; .&lt;br /&gt;
When we make a purchase [[TechnoTypes]] &amp;lt;b&amp;gt;TechLevel=-1&amp;lt;/b&amp;gt; mentioned above. The download will only stop at 50%.&lt;/div&gt;</summary>
		<author><name>Rain-Islet</name></author>
	</entry>
</feed>