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EMPulseCannon
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| 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.
- Only in Tiberian Sun and RockPatch must there be a valid Report value to avoid crash, this does not happen anymore in Ares.
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.