EMEffect
| Flag: | EMEffect |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | Warheads |
If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's Damage in this case will define the duration of the paralysis. Paralyzed objects display the [AudioVisual]→EMPulseSparkles= animation over them. Additionally, this tag makes the game play random image from the warhead's AnimList on impact.
In Red Alert 2 and Yuri's Revenge
This flag doesn't paralyze objects anymore, although the game will still play a random animation from the warhead's AnimList. This tag has a bug that makes a weapon deal no damage when its projectile has Inviso=yes and AA=yes. This tag has a bug that makes a missile (or any Weapon with a trajectory) detonate ahead of time, even missile has 5-6 grids away from the target when it detonated.
With Ares
Ares restored this feature and made logical adaptations for the newly added content in Red Alert 2 and Yuri's Revenge. However, the time calculation no longer uses the above algorithm; instead, it uses dual control of EMP.Duration and EMP.Cap.
EMP disables susceptible units and buildings along with their special functions and makes them vulnerable to attacks. EMP can affect units and buildings in various ways:
- Primary effect: units will not respond to any commands. They will stop moving and will not attack anything.
- Hovering units (such as the Hover MLRS and Robot Tank) will land.
- Units display an optional sparkles animation defined by [AudioVisual]→EMPulseSparkles= or EMP.Sparkles=.
- Voxel-based units are darkened (SHP-based units are not).
- Buildings that can undeploy into vehicles (e.g. MCVs) still can, but the resulting vehicle will remain deactivated until the effect wears off.
- Aircraft will immediately crash.
- Power plants (Power>0) cease to produce power.
- Factories will stop working.
- Base defenses will not be able to fire their weapon.
- Gap Generators will stop emitting radar gap.
- Laser Fence Posts will stop emitting laser fences.
- Robot Control Centers will stop working.
- Super weapon buildings will shut down and the super weapons themselves will stop charging, if they have [SuperWeaponType]→IsPowered=yes set.
- Radar buildings will stop providing radar.
- SpySat buildings will stop to reveal the map.
- Units that spawn other units will cease to do so. If the spawner unit has launched any aircraft then the aircraft will immediately crash.
- Slave Miner slaves will stop working.
- Units that are in their unloading state (such as ore harvesters depositing ore or Siege Choppers transforming) will only become deactivated once they have finished unloading.
- Harvesters that were in the middle of harvesting when hit by EMP will resume harvesting after EMP wears off.
Notes
Infantry are by default immune to EMP, except those with Cyborg=yes. However, some keys introduced in Firestorm allow for immunity to EMP on vehicles, such as IsCoreDefender=yes.
References
Starting from Phobos Build#13, this allows using a new flag to achieve random selection of animations listed in AnimList=, thereby avoiding the side effects of EMEffect=yes. Refer to Phobos documentation.
See Also
- EMPulseCannon
- IsMobileEMP
- ImmuneToEMP (Ares Only)
- EMP.Modifier (Ares Only)
- EMP.Threshold (Ares Only)
- EMPAIRecoverMission (Ares Only)