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EMPulseCannon: Difference between revisions
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Nighthawk200 (talk | contribs) If you are putting RP info in here, at least say that it's RP only. Also, template updated. |
... no this work so in TS/FS -> so no RP related here |
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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 nearest building to be found to be an '''EMP''' cannon will fire the | The nearest building to be found to be an '''EMP''' cannon will fire the [[Primary]] weapon and play the corresponding animations.<br><br> | ||
[[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value. | |||
Revision as of 20:03, 6 March 2007
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.