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ExtraPower

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Flag: ExtraPower
File(s): rules(md).ini
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This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




Specifies the amount of extra power required by this structure before it can be 'deployed' to perform its auxiliary function. This only appears to apply to structures that have GapGenerator=yes set and have a SuperGapRadiusInCells= defined, meaning they can be made to generate a bigger 'gap' when they have a surplus of power. In Yuri's Revenge, this is also used to indicate that a structure can provide more power if it has a positive Power= setting as well as UnitAbsorb= and/or InfantryAbsorb= set to 'yes'.

If a building with this feature also has a Primary weapon, 'deploying' the building will also cause it to fire its primary weapon at the ground underneath it. The building will continue to fire until manually stopped via the 'Stop' keyboard shortcut or by manually ordering it to target somewhere else, and will not stop once it is switched back to its normal power level. Switching it back will simply cause the building to start firing at the ground again.