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Power
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On BuildingTypes
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Flag: | Power |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | BuildingTypes |
Specifies the power supply provided by this BuildingType. A negative value indicates that the structure consumes electricity during operation.
See Also
On Tiberiums
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Flag: | Power |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 0 |
Applicable to: | Tiberiums |
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Specifies the amount of explosive power contained within this Tiberium type. Affects the following:
- Damage[1] dealt by Tiberium chain reaction
- Damage[1] dealt by exploding harvesters, refineries and silos, if they contain this Tiberium type.
- Damage[1] dealt to infantry passing over this Tiberium type, unless said infantry have TiberiumProof=yes
- Animations selected from C4Warhead's AnimList when this Tiberium explodes. See ChainReaction for more information.
Footnotes
Note
- For Red Alert 2 and Yuri's Revenge, the SHP file sidec0x.mix/powerp.shp is used to display the amount of electrical power on sidebar, X is the index of the side.
- For casualties caused by Tiberium explosions, the original value of the Power that was accounted for is divided by 10 to obtain the result, but this value must be at least 1.
- To use 0 or negative values, the Ares [Tiberium]►Damage setting must be employed. Refer to the documentation for details.