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EM Pulse Cannon Super Weapon

AlexBx edited this page Sep 14, 2014 · 1 revision

EM Pulse Cannon Super Weapon

Bringing back the EMPulse Cannon SW known from Tiberian Sun.

Specification details

Goals

  • The EMPulse should at least support everything TS supported.

Suggestions / Notes

  • In TS, the Type=EMPulse was tied to the EMPulseCannon=yes tag on buildings.

Implementation

Type=EMPulse super weapon

Type=EMPulse implements the super weapon known from Tiberian Sun, with several extensions. The SW requires buildings with EMPulseCannon=yes or a list of custom building types, and sets them to fire at the selected target.

Please note that EMPulseCannon=yes buildings do not actually fire. The building just turns, plays an animation and creates a bullet moving in the target's direction. This means that several firing effects will not work.

The AI cannot make use of this SW yet, because it wouldn't respect ranges.

[SuperWeapon]EMPulse.Cannons= (list of BuildingType, defaults to none): The building types considered to check the range and to fire. If the list is empty, all buildings with EMPulseCannon=yes are considered. The buildings need a primary weapon.

[SuperWeapon]EMPulse.TargetSelf= (boolean, defaults to no): Whether each cannon to fire should fire its Primary weapon at itself. The cannon does not actually fire; the weapon just detonates on the cannon building immediately, similar to the death weapon. To actually damage itself, the building needs DamageSelf=yes.

[SuperWeapon]EMPulse.Linked= (boolean, defaults to no): Whether only one cannon needs to have the target in weapon's range. All other cannons will then considered regardless of range. Requires SW.MaxCount != 1. The difference to just making the cannon itself a designator is that the cannon can be made to not provide fire clearance on their own.

Optional Pulse Ball animation

[SuperWeapon]EMPulse.PulseBall= (Animation, defaults to PULSBALL): The animation played at the FLH before the EMP Cannon fires. Use to disable the pulse ball. This does not disable the delay.

[SuperWeapon]EMPulse.PulseDelay= (integer, defaults to 32): The delay after the cannon rotated towards the target before firing.

Default properties

SW.AITargeting=None

SW.MaxCount=1

SW.RangeMinimum=0.0

SW.RangeMaximum=-1.0

SW.Cursor=(Attack)

SW.NoCursor=(NoAttack)

See also

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