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m updated CNC version compatibility for the flag and what doesn't work in RP |
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|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
|ra2=yes | |||
|yr=yes | |||
|ets=yes | |ets=yes | ||
|rp=yes | |rp=yes | ||
Line 13: | Line 15: | ||
}} | }} | ||
If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's [[Damage]] in this case will define the duration of the paralysis. Paralyzed objects display the <tt>[[EMPulseSparkles]]</tt> ([<tt>[[AudioVisual]]</tt>]) animation over them. | If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's [[Damage]] in this case will define the duration of the paralysis. Paralyzed objects display the <tt>[[EMPulseSparkles]]</tt> ([<tt>[[AudioVisual]]</tt>]) animation over them. Additionally, this tag makes the game play random image from the warhead's <tt>[[AnimList]]</tt> on impact. | ||
The paralysis works exactly the same as the EMP Pulse in TS: | The paralysis works exactly the same as the EMP Pulse in TS: | ||
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* stops <tt>[[Cyborg]]=yes</tt> <tt>[[InfantryTypes]]</tt>, (currently not implemented in RP) | * stops <tt>[[Cyborg]]=yes</tt> <tt>[[InfantryTypes]]</tt>, (currently not implemented in RP) | ||
* turns off <tt>[[Powered]]=yes</tt> <tt>[[BuildingTypes]]</tt> in range. | * turns off <tt>[[Powered]]=yes</tt> <tt>[[BuildingTypes]]</tt> in range. | ||
== In {{ra2}} and {{yr}} == | |||
This tag doesn't paralyze objects anymore, although the game will still play a random animation from the warhead's <tt>[[AnimList]]</tt>. | |||
[[Category:Warhead Flags]] | [[Category:Warhead Flags]] | ||
[[Category:Rules(md).ini Flags]] | [[Category:Rules(md).ini Flags]] |
Revision as of 13:23, 11 April 2014
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Flag: | EMEffect |
File(s): | rules(md).ini |
Values: | boolean (yes/no or true/false) |
Special Values: | None |
Default: | no |
Applicable to: | Warheads |
If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's Damage in this case will define the duration of the paralysis. Paralyzed objects display the EMPulseSparkles ([AudioVisual]) animation over them. Additionally, this tag makes the game play random image from the warhead's AnimList on impact.
The paralysis works exactly the same as the EMP Pulse in TS:
- stops all VehicleTypes,
- stops landed AircraftTypes, (currently not implemented in RP)
- stops Cyborg=yes InfantryTypes, (currently not implemented in RP)
- turns off Powered=yes BuildingTypes in range.
In Red Alert 2 and Yuri's Revenge
This tag doesn't paralyze objects anymore, although the game will still play a random animation from the warhead's AnimList.