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IsPowered: Difference between revisions

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Marshall (talk | contribs)
added note on powered buildings
Marshall (talk | contribs)
m removed powered buildings comment
 
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Specifies whether this SuperWeaponType should be disabled and pause its charge timer when the player enters a low power situation. Unless specifically set to 'no', the super weapon will go on hold regardless of whether the [[BuildingType]] that provides the superweapon drains power or not.
Specifies whether this SuperWeaponType should be disabled and pause its charge timer when the player enters a low power situation. Unless specifically set to 'no', the super weapon will go on hold regardless of whether the [[BuildingType]] that provides the superweapon drains power or not.
However, if the [[BuildingType]] that provides the superweapon has {{TTL|Powered|yes}} set, then the superweapon will still be disabled/pause recharging during low power situations (as if the SuperWeaponType had {{TTL|IsPowered|yes}} set) (case in point: The Spy Plane superweapon is still powered in the unmodded game despite having {{TTL|IsPowered|false}} set, because the Radar Tower has {{TTL|Powered|yes}} set).

Latest revision as of 18:23, 9 April 2008

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


Specifies whether this SuperWeaponType should be disabled and pause its charge timer when the player enters a low power situation. Unless specifically set to 'no', the super weapon will go on hold regardless of whether the BuildingType that provides the superweapon drains power or not.