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{{Flag
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files=rules(md).ini
|values={{values|Booleans}}
|values=boolean (yes/no or true/false)
|special=None
|default=no
|default=no
|types=[[Warhead]]s
|types={{Categ|Warhead|Warheads}}
|ts=yes
|ts=yes
|fs=yes
|fs=yes
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}}
}}


If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's [[Damage]] in this case will define the duration of the paralysis. Paralyzed objects display the <tt>[[EMPulseSparkles]]</tt> ([<tt>[[AudioVisual]]</tt>]) animation over them. Additionally, this tag makes the game play random image from the warhead's [[AnimList]] on impact.
If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's [[Damage]] in this case will define the duration of the paralysis. Paralyzed objects display the {{sl|AudioVisual|EMPulseSparkles}} animation over them. Additionally, this tag makes the game play random image from the warhead's [[AnimList]] on impact.


The paralysis works exactly the same as the EMP Pulse in TS:
The paralysis works the following way:
* stops all <tt>[[VehicleTypes]]</tt>,
* stops all [[VehicleTypes]],
* stops landed <tt>[[AircraftTypes]]</tt>, (currently not implemented in RP)
* stops landed [[AircraftTypes]],
* stops <tt>[[Cyborg]]=yes</tt> <tt>[[InfantryTypes]]</tt>, (currently not implemented in RP)
* stops <tt>[[Cyborg]]=yes</tt> [[InfantryTypes]],
* turns off <tt>[[Powered]]=yes</tt> <tt>[[BuildingTypes]]</tt> in range.
* turns off <tt>[[Powered]]=yes</tt> [[BuildingTypes]] in range.
 
== Notes ==
Infantry are by default immune to EMP, except those with [[Cyborg]]=yes. However, some keys introduced in TS:Firestorm allow for immunity to EMP on vehicles, such as [[IsCoreDefender]].


== In {{ra2}} and {{yr}} ==
== In {{ra2}} and {{yr}} ==
This tag doesn't paralyze objects anymore, although the game will still play a random animation from the warhead's [[AnimList]].
This tag doesn't paralyze objects anymore, although the game will still play a random animation from the warhead's [[AnimList]].
This tag has a bug that makes a weapon deal no damage when its projectile has [[Inviso]]=yes and [[AA]]=yes.
This tag has a bug that makes a missile (or any Weapon with a trajectory) detonate ahead of time, even missile has 5-6 grids away from the target when it detonated.


[[Category:Warhead Flags]]
[[Category:Warhead Flags]]
[[Category:Rules(md).ini Flags]]
[[Category:Rules(md).ini Flags]]

Latest revision as of 12:15, 9 June 2021

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: EMEffect
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's Damage in this case will define the duration of the paralysis. Paralyzed objects display the [AudioVisual]EMPulseSparkles= animation over them. Additionally, this tag makes the game play random image from the warhead's AnimList on impact.

The paralysis works the following way:

Notes

Infantry are by default immune to EMP, except those with Cyborg=yes. However, some keys introduced in TS:Firestorm allow for immunity to EMP on vehicles, such as IsCoreDefender.

In Red Alert 2 and Yuri's Revenge

This tag doesn't paralyze objects anymore, although the game will still play a random animation from the warhead's AnimList. This tag has a bug that makes a weapon deal no damage when its projectile has Inviso=yes and AA=yes. This tag has a bug that makes a missile (or any Weapon with a trajectory) detonate ahead of time, even missile has 5-6 grids away from the target when it detonated.