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EMPulseCannon

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Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: EMPulseCannon
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


This tag makes - if set to "yes" - the BuildingType to which this tag is applied an EMP Cannon.

Once the EMP is about to be fired, the game checks every building the firing player owns for EMPulseCannon=yes. The nearest building to be found to be an EMP cannon will fire the Primary weapon and play the corresponding animations.

Bugs/Side-Effects/Unexpected Limitations

Primary weapon of building with EMPulseCannon=yes set, must have valid Report value.

If a building is marked as an EMPulse Cannon, it will be unable to use its own super weapon except when activated by a super weapon.

  • In Ares, even with EMPulseCannon=no it can still respond to super weapon activation calls, so you can experiment with new mechanics, such as Spawns that cannot take effect when EMPulseCannon=yes.