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EMPulseCannon: Difference between revisions

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CnCVK (talk | contribs)
... no this work so in TS/FS -> so no RP related here
Testid123 (talk | contribs)
mNo edit summary
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|ets=yes
|ets=yes
|rp=yes
|rp=yes
|ra2=yes
|yr=yes
}}
}}
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.
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[[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value.
[[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value.
<font style="color:red">F<font style="color:blue">o<font style="color:green">r</font></font></font><u><b><font style="color:red">Ra2</font></b></u> and <u><b>[[Yuri's Revenge]]</b></u> Adding <u><b>EMPulseCannon=yes</b></u> to<u><b>[[BuildingType]]</b></u> will make the building unarmed. <u><b>(Even if [[BuildingType]] has weapons)</b></u>

Revision as of 12:14, 28 June 2024

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
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 nearest building to be found to be an EMP cannon will fire the Primary weapon and play the corresponding animations.

Primary weapon of building with EMPulseCannon=yes set, must have valid Report value.

ForRa2 and Yuri's Revenge Adding EMPulseCannon=yes toBuildingType will make the building unarmed. (Even if BuildingType has weapons)