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Difference between revisions of "EMEffect"

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(Rewrite, RP note)
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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and specifies that the warhead does not cause damage, but instead simply 'disables' any units it hits, the effect being that the player owning the affected units cannot control them (although they can be selected). The amount of time the target(s) are affected by is determined by the Damage= on the associated weapon. This is residual from Tiberian Sun's EMP Cannon logic and it is not known if this can be enabled in Red Alert 2.
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|name=EMEffect
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|files=rules(md).ini
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|values=boolean (yes/no or true/false)
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|special=None
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|default=no
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|types=[[Warhead]]s
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|games=[[TS]], [[RockPatch|YR RP]]
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}}
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If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's [[Damage]] in this case will define the duration of the paralysis. Paralyzed objects display the <tt>[[EMPulseSparkles]]</tt> ([<tt>[[AudioVisual]]</tt>]) animation over them.
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The paralysis works exactly the same as the EMP Pulse in TS:
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* stops all <tt>[[VehicleTypes]]</tt>,
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* stops landed <tt>[[AircraftTypes]]</tt>,
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* stops <tt>[[Cyborg]]=yes</tt> <tt>[[InfantryTypes]]</tt>,
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* turns off <tt>[[Powered]]=yes</tt> buildings in range.

Revision as of 10:19, 6 May 2006

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: EMEffect
File(s): rules(md).ini
Values: boolean (yes/no or true/false)
Special Values: None
Default: no
Applicable to: Warheads


If set, the warhead will not deal any damage, but instead "paralyze" the objects it affects. The Weapon's Damage in this case will define the duration of the paralysis. Paralyzed objects display the EMPulseSparkles ([AudioVisual]) animation over them.

The paralysis works exactly the same as the EMP Pulse in TS: