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EMPulseProjectile: Difference between revisions
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
This is residual from Tiberian Sun and is parsed in Red Alert 2 but appears not to be used. It specifies the projectile used by the EMP Cannon's weapon (a structure with EMPulseCannon=yes, Primary=EMPulseWeapon and SuperWeapon=EMPulseSpecial). Unfortunately, the EMP logic appears to be disabled in Red Alert 2. | This is residual from Tiberian Sun and is parsed in Red Alert 2 but appears not to be used. It specifies the projectile used by the EMP Cannon's weapon (a structure with EMPulseCannon=yes, Primary=EMPulseWeapon and SuperWeapon=EMPulseSpecial). Unfortunately, the EMP logic appears to be disabled in Vanilla Red Alert 2. But is restored in NPatch and Ares Syringe |
Latest revision as of 17:40, 2 March 2013
Flag: | EMPulseProjectile |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
This is residual from Tiberian Sun and is parsed in Red Alert 2 but appears not to be used. It specifies the projectile used by the EMP Cannon's weapon (a structure with EMPulseCannon=yes, Primary=EMPulseWeapon and SuperWeapon=EMPulseSpecial). Unfortunately, the EMP logic appears to be disabled in Vanilla Red Alert 2. But is restored in NPatch and Ares Syringe