Powered
| Flag: | Powered |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Determines whether or not this building requires power to function.
Notes
Enabling this will cause all of the building's active animations to freeze by default whenever it is underpowered.
- Setting ActiveAnimPowered=no in the building's art entry will negate the freezing effect for that animation.
Underpowered buildings with Powered enabled and Power= less than 0 will also stop emitting light if it is a lightpost, and will also not fire its weapons.
Buildings with Powered=yes are not immune to EMP effects by default.
- If it is a Power Plant (with Power= higher than 0), then not only will it cease operation, but it will also not provide power support to the base.
Bugs/Side-Effects/Unexpected Limitations
This tag breaks ProductionAnim logic such that, if the building has low power, the first frame of the production anim is played for the duration of the animation, then the animation disappears. The animation re-appears and goes through the remainder of it's frames as soon as the building regains power.
The Cloning feature remains operational even when the building has Powered=yes, a negative Power= value, and is in a low-power state.
See Also
- ActiveAnimPowered
- ActiveAnimPoweredLight
- ImmuneToEMP (Ares Only)