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ExtraPower

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Revision as of 12:17, 14 March 2009 by Nighthawk200 (talk | contribs) (If you edit a DeeZire page, please put in the proper flag template too.)
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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: ExtraPower
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: BuildingTypes


Specifies the amount of extra power required by this structure before it can be 'deployed' to perform its auxiliary function. This only appears to apply to structures that have GapGenerator=yes set and have a SuperGapRadiusInCells= defined, meaning they can be made to generate a bigger 'gap' when they have a surplus of power. In Yuri's Revenge, this is also used to indicate that a structure can provide more power if it has a positive Power= setting as well as UnitAbsorb= and/or InfantryAbsorb= set to 'yes'.

If a building with this feature also has a Primary weapon, 'deploying' the building will also cause it to fire its primary weapon at the ground underneath it. The building will continue to fire until manually stopped via the 'Stop' keyboard shortcut or by manually ordering it to target somewhere else, and will not stop once it is switched back to its normal power level. Switching it back will simply cause the building to start firing at the ground again.