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==Note== | ==Note== | ||
*For [[RA2]] and [[YR]], the SHP file named '''POWERP''' is used to display the amount of electrical power as it increases or decreases. | *For [[RA2]] and [[YR]], the SHP file named '''POWERP''' is used to display the amount of electrical power as it increases or decreases. | ||
*For casualties caused by Tiberium explosions, the original value of the Power that was accounted for is divided by 10 to obtain the result, but this value must be at least 1. | |||
**To use 0 or negative values, the Ares [Tiberium]►{{f|Damage}} setting must be employed. Refer to the [https://ares-developers.github.io/Ares-docs/new/tiberium/damage.html#damage-and-warhead documentation] for details. |
Revision as of 14:38, 10 April 2025
On BuildingTypes
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Flag: | Power |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | BuildingTypes |
Specifies the amount of power produced or drained by this building. Positive values indicate that it produces power (e.g. a Power Plant) and negative values indicate that it uses (drains) power.
On Tiberiums
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Flag: | Power |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 0 |
Applicable to: | Tiberiums |
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Specifies the amount of explosive power contained within this Tiberium type. Affects the following:
- Damage1 dealt by Tiberium chain reaction
- Damage1 dealt by exploding harvesters, refineries and silos, if they contain this Tiberium type.
- Damage1 dealt to infantry passing over this Tiberium type, unless said infantry have TiberiumProof=yes
- Animations selected from C4Warhead's AnimList when this Tiberium explodes. See ChainReaction for more information.
Footnotes
1 ↑ Higher Power values indicate higher damage.
Note
- For RA2 and YR, the SHP file named POWERP is used to display the amount of electrical power as it increases or decreases.
- For casualties caused by Tiberium explosions, the original value of the Power that was accounted for is divided by 10 to obtain the result, but this value must be at least 1.
- To use 0 or negative values, the Ares [Tiberium]►Damage setting must be employed. Refer to the documentation for details.