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IsPowered: Difference between revisions
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m SuperWeaponTypes already linked in header |
added note on powered buildings |
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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 | 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. | ||
However, if the [[BuildingType]] that provides the superweapon has {{TTL|Powered|yes}} set, then the superweapon will still be disabled/pause recharging during low power situations (as if the SuperWeaponType had {{TTL|IsPowered|yes}} set) (case in point: The Spy Plane superweapon is still powered in the unmodded game despite having {{TTL|IsPowered|false}} set, because the Radar Tower has {{TTL|Powered|yes}} set). |
Revision as of 07:12, 9 April 2008
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.
However, if the BuildingType that provides the superweapon has Template:TTL set, then the superweapon will still be disabled/pause recharging during low power situations (as if the SuperWeaponType had Template:TTL set) (case in point: The Spy Plane superweapon is still powered in the unmodded game despite having Template:TTL set, because the Radar Tower has Template:TTL set).