EMPulseCannon: Difference between revisions
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[[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value. | [[Primary]] weapon of building with '''EMPulseCannon=yes''' set, ''must have'' valid [[Report]] value. | ||
<font style="color:red">F<font style="color:blue">o<font style="color:green">r</font></font></font><u><b><font style="color:red">Ra2</font></b></u> and <u><b>[[Yuri's Revenge]]</b></u> Adding <u><b>EMPulseCannon=yes</b></u> to<u><b>[[BuildingType]]</b></u> will make the building unarmed | <font style="color:red">F<font style="color:blue">o<font style="color:green">r</font></font></font><u><b><font style="color:red">Ra2</font></b></u> and <u><b>[[Yuri's Revenge]]</b></u> Adding <u><b>EMPulseCannon=yes</b></u> to<u><b>[[BuildingType]]</b></u> will make the building unarmed <u><b>(Even if [[BuildingType]] has weapons).</b></u> | ||
Revision as of 14:14, 28 June 2024
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| 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.
ForRa2 and Yuri's Revenge Adding EMPulseCannon=yes toBuildingType will make the building unarmed (Even if BuildingType has weapons).





