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Difference between revisions of "EMPulseCannon"

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(If you are putting RP info in here, at least say that it's RP only. Also, template updated.)
(... no this work so in TS/FS -> so no RP related here)
 
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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 nearest building to be found to be an '''EMP''' cannon will fire the EMP and play the corresponding animations.<br><br>
+
The nearest building to be found to be an '''EMP''' cannon will fire the [[Primary]] weapon and play the corresponding animations.<br><br>
  
<b>[[Image:Rpo.png]]   Rock Patch Information:</b>
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[[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value.
Weapon of building with '''EMPulseCannon=yes''' set, when used in RPCE with any of its revision, ''must have'' valid [[Report]] value.
 

Latest revision as of 22:03, 6 March 2007

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: 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.

Primary weapon of building with EMPulseCannon=yes set, must have valid Report value.