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EMEffect: Difference between revisions
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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 | 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 {{sl|AudioVisual|EMPulseSparkles}} animation over them. Additionally, this tag makes the game play random image from the warhead's [[AnimList]] on impact. | ||
The paralysis works | The paralysis works the following way: | ||
* stops all | * stops all [[VehicleTypes]], | ||
* stops landed | * stops landed [[AircraftTypes]], | ||
* stops <tt>[[Cyborg]]=yes</ | * stops <tt>[[Cyborg]]=yes</tt> [[InfantryTypes]], | ||
* turns off <tt>[[Powered]]=yes</ | * turns off <tt>[[Powered]]=yes</tt> [[BuildingTypes]] in range. | ||
== In {{ra2}} and {{yr}} == | == In {{ra2}} and {{yr}} == |
Revision as of 14:44, 13 May 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 [AudioVisual]→EMPulseSparkles= animation over them. Additionally, this tag makes the game play random image from the warhead's AnimList on impact.
The paralysis works the following way:
- stops all VehicleTypes,
- stops landed AircraftTypes,
- stops Cyborg=yes InfantryTypes,
- 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.