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EMP.Duration: Difference between revisions

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Forgot about negative values.
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Negative values can also be used. These will have a "reverse-EMP" effect on the unit, reducing the amount of time a unit will be afflicted by EMP.
Negative values can also be used. These will have a "reverse-EMP" effect on the unit, reducing the amount of time a unit will be afflicted by EMP.
Use in conjunction with {{f|EMP.Cap|link}} to have greater control over the ability for the EMP effect to stack.
==See also==
* {{f|EMP.Cap|link}}

Revision as of 19:45, 10 August 2010

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: EMP.Duration
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Extension Version: All versions.
Applicable to: Warheads

This flag is part of Ares. Do not use it without Ares installed.



The EMP logic is something that was used several times in Tiberian Sun, but no longer had any function in RA2. Ares restores the EMP logic with a few more controls than it had in Tiberian Sun.

Usage

In Tiberian Sun, the duration of an EMP outage was controlled through the affecting weapon's Damage flag. However, this meant that any EMP weapons could not cause damage themselves.

In Ares, EMP is no longer controlled through the weapon's Damage. Instead, this flag is used on the weapon's warhead. EMP.Duration sets the length of time in frames that a unit should be disabled for. This means that you can now create EMP weapons that also deal damage.

[Warhead]
EMP.Duration=<integer>

Remember, 1 second is equal to 15 frames, so adjust your values accordingly.

Negative values can also be used. These will have a "reverse-EMP" effect on the unit, reducing the amount of time a unit will be afflicted by EMP.

Use in conjunction with EMP.Cap to have greater control over the ability for the EMP effect to stack.

See also