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IsPowered: Difference between revisions

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m removed powered buildings comment
 
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{{DeeZireInclusion}}<br />
{{Flag
This can be set to 'true' or 'false' and determines if the Super Weapon has its charging put on hold when the player goes into a low power situation for whatever reason.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|booleans}}
|default=yes
|types={{Categ|SuperWeaponTypes}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
 
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.

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.