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EMPulseCannon: Difference between revisions

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|games=[[TS]]
|games=[[TS]]
}}
}}
This tag makes - if set to "yes" - the [[BuildingType]] to which this tag is applied an '''EMP''' cannon.
This tag makes - if set to "yes" - the BuildingType to which this tag is applied an EMP cannon.


Once the '''EMP''' is about to be fired, the game checks every building the firing player owns for '''EMPulseCannon'''=yes.<br>
Once the EMP is about to be fired, the game checks every building the firing player owns for EMPulseCannon=yes.<br>
The nearest building to be found to be an '''EMP''' cannon will fire the EMP and play the corresponding animations.<br>
The first building to be found to be an EMP cannon will fire the EMP and play the corresponding animations.
Weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value.

Revision as of 17:04, 5 March 2007

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: EMPulseCannon
File(s): Rules(md).ini
Values: Boolean
Special Values: None
Default: no
Applicable to: BuildingTypes


This tag makes - if set to "yes" - the BuildingType to which this tag is applied an EMP cannon.

Once the EMP is about to be fired, the game checks every building the firing player owns for EMPulseCannon=yes.
The first building to be found to be an EMP cannon will fire the EMP and play the corresponding animations.