EMEffect: Difference between revisions
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{{Flag | {{Flag | ||
| | |files={{Categ|Rules(md).ini}} | ||
| | |values={{values|Booleans}} | ||
|values= | |||
| | |||
|default=no | |default=no | ||
|types= | |types={{Categ|Warhead|Warheads}} | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 15: | Line 13: | ||
}} | }} | ||
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 | 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 | The paralysis works the following way: | ||
* stops all | * stops all [[VehicleTypes]], | ||
* stops landed | * stops landed [[AircraftTypes]], | ||
* stops <tt>[[Cyborg]]=yes</ | * stops <tt>[[Cyborg]]=yes</tt> [[InfantryTypes]], | ||
* turns off <tt>[[Powered]]=yes</ | * 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
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:
- stops all VehicleTypes,
- stops landed AircraftTypes,
- stops Cyborg=yes InfantryTypes,
- turns off Powered=yes 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 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.