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EMEffect: Difference between revisions
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* stops <tt>[[Cyborg]]=yes</tt> [[InfantryTypes]], | * stops <tt>[[Cyborg]]=yes</tt> [[InfantryTypes]], | ||
* turns off <tt>[[Powered]]=yes</tt> [[BuildingTypes]] in range. | * turns off <tt>[[Powered]]=yes</tt> [[BuildingTypes]] in range. | ||
== Notes == | |||
Infantry are by default immune to EMP, except those with [[Cyborg]]=yes. However, some keys introduced in TS:Firestorm allow for immunity to EMP on vehicles, such as [[IsCoreDefender]]. | |||
== In {{ra2}} and {{yr}} == | == In {{ra2}} and {{yr}} == |
Revision as of 17:37, 9 November 2017
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Flag: | EMEffect |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
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.
Notes
Infantry are by default immune to EMP, except those with Cyborg=yes. However, some keys introduced in TS:Firestorm allow for immunity to EMP on vehicles, such as IsCoreDefender.
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.