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m Added into the new bugs category.
 
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|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|files={{Categ|ini=rules}}
|types={{Categ|General}}
|types={{Categ|VehicleTypes}}
|values={{values|float}}
|default=no
|values={{values|boolean}}
|fs=yes
|fs=yes
}}<br />
}}<br />


This flag works in Tiberian Sun: Firestorm only, is and found only on the Mobile EM-Pulse vehicle. This activates MobileEMPulse Logic on a given unit, and is set using boolean values (yes/no, true/false). Defaults to no.
This flag works in {{fs}} only, and is used only on the Mobile EM-Pulse vehicle. This activates the MobileEMPulse logic on a given unit.


If given a deploy command, any unit with IsMobileEMP=yes will automatically fire the weapon with the hardcoded name [MobileEMPulseWeapon]. The weapon will have no specified target, and as a result the Warhead will explode immediately at the units location. This affect can be achieved on standard weapons if Dropping=yes is set on the projectile (this part is valid in RA2/YR as well).
If given a deploy command, any unit with {{f|IsMobileEMP|yes}} will automatically fire the weapon with the hardcoded name {{s|MobileEMPulseWeapon}}. The weapon will have no specified target, and as a result the [[warhead]] will explode immediately at the unit's location. This flag also specifies that the hardcoded {{s|MobileEMPulseWeapon}} must be set off manually (player must give unit deploy command to activate), and must work alongside [[MaxCharge|charge]] logic.


IsMobileEMP also specifies that the weapon must be set off manually (player must give unit deploy command to activate), and must work alongside Charge logic.
==Notes==
If desired, you can achieve instant warhead detonation on standard weapons by adding {{f|Dropping|yes|link}} on the projectile (this part is valid in RA2/YR as well).
 
{{Bugs}}
The value of this flag is reset if the unit's [[rules]] section is modified in a [[map]]. For example, suppose that the [[VehicleTypes|vehicle type]] {{s|FOO}} has {{f|IsMobileEMP|yes}}. If you add the section {{s|FOO}} into a [[map]] (e.g. for changing the unit's {{f|Name|link}} for that map), you must also redeclare {{f|IsMobileEMP|yes}} in that unit section.
 
==See also==
* {{f|PipScale|link}}
* {{f|MaxCharge|link}}
* {{f|StartCharge|link}}
 
[[Category:Resetting Flags]]

Latest revision as of 12:18, 4 December 2020

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: IsMobileEMP
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VehicleTypes



This flag works in Firestorm only, and is used only on the Mobile EM-Pulse vehicle. This activates the MobileEMPulse logic on a given unit.

If given a deploy command, any unit with IsMobileEMP=yes will automatically fire the weapon with the hardcoded name [MobileEMPulseWeapon]. The weapon will have no specified target, and as a result the warhead will explode immediately at the unit's location. This flag also specifies that the hardcoded [MobileEMPulseWeapon] must be set off manually (player must give unit deploy command to activate), and must work alongside charge logic.

Notes

If desired, you can achieve instant warhead detonation on standard weapons by adding Dropping=yes on the projectile (this part is valid in RA2/YR as well).

Bugs/Side-Effects/Unexpected Limitations

The value of this flag is reset if the unit's rules section is modified in a map. For example, suppose that the vehicle type [FOO] has IsMobileEMP=yes. If you add the section [FOO] into a map (e.g. for changing the unit's Name for that map), you must also redeclare IsMobileEMP=yes in that unit section.

See also