IsMobileEMP: Difference between revisions
Added note about a related bug. |
m Added into the new bugs category. |
||
Line 22: | Line 22: | ||
* {{f|MaxCharge|link}} | * {{f|MaxCharge|link}} | ||
* {{f|StartCharge|link}} | * {{f|StartCharge|link}} | ||
[[Category:Resetting Flags]] |
Latest revision as of 12:18, 4 December 2020
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.