ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "EMPulseCannon"

From ModEnc
Jump to: navigation, search
 
Line 1: Line 1:
{{DeeZireInclusion}}<br />
+
{{Flag
Residual from Tiberian Sun, it is not known if the full functionality of this tag is still present. Can be set to 'yes' or 'no' and determines if this BuildingType acts as an EMP Cannon. The effect of setting this to 'yes' is that the structure cannot fire its Primary= weapon, either manually or automatically, unless triggered to do so by a Super Weapon. It's the Super Weapon coding of the logic that appears not to work.
+
|name={{PAGENAME}}
 +
|files={{Categ|Rules(md).ini}}
 +
|values=Boolean
 +
|special=None
 +
|default=no
 +
|types={{Categ|BuildingTypes}}
 +
|games=[[TS]]
 +
}}
 +
This tag makes - if set to "yes" - the BuildingType to which this tag is applied an EMP cannon.
 +
 
 +
Once the EMP is about to be fired, the game checks every building the firing player owns for EMPulseCannon=yes.<br>
 +
The first building to be found to be an EMP cannon will fire the EMP and play the corresponding animations.

Revision as of 10:56, 14 August 2006

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: EMPulseCannon
File(s): Rules(md).ini
Values: Boolean
Special Values: None
Default: no
Applicable to: BuildingTypes


This tag makes - if set to "yes" - the BuildingType to which this tag is applied an EMP cannon.

Once the EMP is about to be fired, the game checks every building the firing player owns for EMPulseCannon=yes.

The first building to be found to be an EMP cannon will fire the EMP and play the corresponding animations.