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Difference between revisions of "EMPulseCannon"

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(... no this work so in TS/FS -> so no RP related here)
 
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|files={{Categ|Rules(md).ini}}
 
|files={{Categ|Rules(md).ini}}
 
|values=Boolean
 
|values=Boolean
|special=None
 
 
|default=no
 
|default=no
 
|types={{Categ|BuildingTypes}}
 
|types={{Categ|BuildingTypes}}
|games=[[TS]]
+
|ts=yes
 +
|fs=yes
 +
|ets=yes
 +
|rp=yes
 
}}
 
}}
This tag makes - if set to "yes" - the BuildingType to which this tag is applied an EMP cannon.
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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>
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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.
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The nearest building to be found to be an '''EMP''' cannon will fire the [[Primary]] weapon and play the corresponding animations.<br><br>
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[[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value.

Latest revision as of 22:03, 6 March 2007

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
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 nearest building to be found to be an EMP cannon will fire the Primary weapon and play the corresponding animations.

Primary weapon of building with EMPulseCannon=yes set, must have valid Report value.