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EMPulseCannon: Difference between revisions

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m Reverted edits by CnCVK (Talk); changed back to last version by Pd
CnCVK (talk | contribs)
if someone is so stupid - I am sorry
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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 first building to be found to be an EMP cannon will fire the EMP and play the corresponding animations.
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

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 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.