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EMP.Duration

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Revision as of 20:31, 10 August 2010 by Nighthawk200 (talk | contribs) (Created page with '{{Flag |name={{PAGENAME}} |files={{categ|ini=rules}} |types={{categ|Warheads}} |values={{values|unsigned integers}} |extver=<i>All versions</i>. |ares=yes |aresflag=yes }} The E…')
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Flag: EMP.Duration
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Extension Version: All versions.
Applicable to: Warheads

Game ares yes.pngThis flag is part of Ares. Do not use it without Ares installed.



The EMP logic is something that was used several times in Tiberian Sun, but no longer had any function in RA2. Ares restores the EMP logic with a few more controls than it had in Tiberian Sun.

Usage

In Tiberian Sun, the duration of an EMP outage was controlled through the affecting weapon's Damage flag. However, this meant that any EMP weapons could not cause damage themselves.

In Ares, EMP is no longer controlled through the weapon's Damage. Instead, this flag is used on the weapon's warhead. EMP.Duration sets the length of time in frames that a unit should be disabled for. This means that you can now create EMP weapons that also deal damage.

[Warhead]
EMP.Duration=<integer>
Remember, 1 second is equal to 15 frames, so adjust your values accordingly.