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Difference between revisions of "EMPulseCannon"
From ModEnc
Nighthawk200 (talk | contribs) (If you are putting RP info in here, at least say that it's RP only. Also, template updated.) |
(... no this work so in TS/FS -> so no RP related here) |
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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> | Once the '''EMP''' is about to be fired, the game checks every building the firing player owns for '''EMPulseCannon'''=yes.<br> | ||
− | The nearest building to be found to be an '''EMP''' cannon will fire the | + | The nearest building to be found to be an '''EMP''' cannon will fire the [[Primary]] weapon and play the corresponding animations.<br><br> |
− | + | [[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value. | |
− |
Revision as of 22:03, 6 March 2007
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.