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Difference between revisions of "EMPulseCannon"
From ModEnc
(... no this work so in TS/FS -> so no RP related here) |
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− | {{ | + | {{Flag |
− | + | |name={{PAGENAME}} | |
+ | |files={{Categ|Rules(md).ini}} | ||
+ | |values=Boolean | ||
+ | |default=no | ||
+ | |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. | ||
+ | |||
+ | 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 [[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.