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Difference between revisions of "EMPulseCannon"
From ModEnc
Nighthawk200 (talk | contribs) |
(... 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 | ||
− | |||
|default=no | |default=no | ||
|types={{Categ|BuildingTypes}} | |types={{Categ|BuildingTypes}} | ||
− | | | + | |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. | + | 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> | + | Once the '''EMP''' is about to be fired, the game checks every building the firing player owns for '''EMPulseCannon'''=yes.<br> |
− | 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. |
Latest 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.