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Difference between revisions of "EMP.Cap"

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(Created page with '{{Flag |name={{PAGENAME}} |files={{categ|ini=rules}} |types={{categ|Warheads}} |values={{values|unsigned integers}} |extver=<i>All versions</i>. |ares=yes |aresflag=yes }} The E…')
 
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=== Negative EMP.Cap ===
 
=== Negative EMP.Cap ===
 
The afflicted unit's EMP counter will simply be reduced by the amount specified in {{f|EMP.Duration|link}}, and {{f|EMP.Cap}} will have no effect.
 
The afflicted unit's EMP counter will simply be reduced by the amount specified in {{f|EMP.Duration|link}}, and {{f|EMP.Cap}} will have no effect.
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= See also =
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* {{f|EMP.Duration|link}}

Revision as of 20:46, 10 August 2010

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: EMP.Cap
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Extension Version: All versions.
Applicable to: Warheads

Game ares yes.pngThis flag is part of Ares. Do not use it without Ares installed.



The EMP logic is something that was used several times in Tiberian Sun, but no longer had any function in RA2. Ares restores the EMP logic with a few more controls than it had in Tiberian Sun.

Usage

This tag, used in conjunction with EMP.Duration gives you greater control over how long a unit can be afflicted by an EMP.

[Warhead]
EMP.Cap=<integer>

With positive EMP.Cap values

If EMP.Cap is set to any value greater than zero, the following effect will be applied:
The EMP outage will be stackable, but only to a point. In other words, the afflicted unit's EMP counter will be increased in amounts specified by EMP.Duration until EMP.Cap is reached, then the counter will stop increasing.

If the afflicted unit's EMP counter is already greater than the value specified by EMP.Cap, then the counter will stop at its current position, but not be increased.

When EMP.Cap is zero

If EMP.Cap=0, the following effect will be applied:
The EMP outage will be stackable, and also uncapped. In other words, the afflicted unit's EMP counter can be increased indefinitely.

With negative EMP.Cap values

If EMP.Cap is set to value less than zero, the following effect will be applied:
The EMP outage will not be stackable. Instead, the afflicted unit's EMP counter will be reset to the exact number specified by EMP.Duration, unless the unit's EMP counter is already higher than this.

When negative EMP.Duration is used

These effects only apply to cases where the warhead's EMP.Duration is set to any value less than zero.

Positive EMP.Cap

The afflicted unit's EMP counter will be reduced by the amount specified in EMP.Duration until it reaches the amount set by EMP.Cap.

EMP.Cap=0

The unit's EMP counter will be instantly reset to zero regardless of the value set by EMP.Duration, and the unit will reactivate.

Negative EMP.Cap

The afflicted unit's EMP counter will simply be reduced by the amount specified in EMP.Duration, and EMP.Cap will have no effect.

See also