ExtraPower
| Flag: | ExtraPower |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Applicable to: | BuildingTypes |
Specifies the extra power for special functions of this building. Positive values generate electricity, negative values consume power. Depending on whether the Gap Generator effect is used, there are two working methods as follows.
In Red Alert 2, this is used for the Allied Gap Generator. Such buildings have the GapGenerator=yes setting. Normally, GapRadiusInCells controls the effect range. When surplus power sufficiently covers the additional consumption required by ExtraPower, deploying the building switches it to a high-power mode, consuming more power while expanding the range to that specified by SuperGapRadiusInCells.
In Yuri's Revenge, this is used for the Yuri Bio Reactor. This type of building has UnitAbsorb=yes and/or InfantryAbsorb=yes settings. For every unit that enters, it outputs additional power specified by ExtraPower. That is:
the total power output = [BuildingType]→ExtraPower * number of units + [BuildingType]→Power
even if the building's own Power is negative.
Notes
For the former, this only checks whether the power surplus value can cover the power required by ExtraPower, i.e., whether min(Power Surplus Value, Power Surplus Value + ExtraPower) > 0.
- If true, then when the building is selected, it will show a deploy cursor; clicking it will enter high-power-consumption mode.
- If false, the building will not show the deploy cursor, and any already in high-power-consumption mode will fall back to normal mode.
If ExtraPower > 0, then although there is still a power requirement to deploy, the power value will not change after deployment.
For the latter, this only checks the number of units, and if ExtraPower is negative, no effect will occur.
Both working methods can be used together.
- For example, if InfantryAbsorb and Passengers.etc are added to [GAGAP], and ExtraPower is set to +100, then for each infantry that enters, the total power generation becomes
n * 100 (ExtraPower) + (-100) (Power).- And when the Power Surplus <= 0, GAGAP will not show the deploy cursor, making it impossible to eject passengers from the building this way.
- Furthermore, in this situation, buildings in high-power mode will not automatically revert to normal mode when the Power Surplus is insufficient; instead, they require manual deployment to return to normal mode. However, due to the insufficient Power Surplus, the deploy cursor will not be shown thereafter.
Changes in electricity here do not alter the total length of the power bar on the sidebar; they only modify the proportion occupied by the surplus portion, which is represented by the second frame of powerp.shp (green in vanilla).
Bugs/Side-Effects/Unexpected Limitations
After the building is deployed, certain functions will remain temporarily unavailable due to their mission being set to unload until the mission status returns to guard.
- If a building with this feature also has a Primary weapon, 'deploying' the building will also cause it to fire its primary weapon at the ground underneath it. The building will continue to fire until manually stopped via the 'Stop' keyboard shortcut or by manually ordering it to target somewhere else. It will not stop by switching back to its normal power level. Switching it back after it has manually been stopped from firing will simply cause the building to start firing at the ground again.