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EMPulseCannon: Difference between revisions
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Nighthawk200 (talk | contribs) |
if someone is so stupid - I am sorry |
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|games=[[TS]] | |games=[[TS]] | ||
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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 | The nearest building to be found to be an '''EMP''' cannon will fire the EMP and play the corresponding animations.<br> | ||
Weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value. |
Revision as of 20:12, 5 March 2007
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 nearest 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.