ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Difference between revisions of "EMPulseCannon"
From ModEnc
Line 8: | Line 8: | ||
|games=[[TS]] | |games=[[TS]] | ||
}} | }} | ||
− | 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 EMP and play the corresponding animations.<br> |
+ | Weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value. |
Revision as of 17:27, 4 March 2007
Flag: | EMPulseCannon |
File(s): | Rules(md).ini |
Values: | Boolean |
Special Values: | None |
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 EMP and play the corresponding animations.