This type implements the super weapon known from Tiberian Sun, with several extensions. It makes one or more buildings, called cannons, of arbitrary type fire at the same time at either a target location selected by the player or at themselves.


The AI cannot make full use of this super weapon yet, because it does not respect ranges, which is a fundamental feature of this super weapon type.

Default values for general tags:

[SuperWeapon]►SW.RangeMinimum= (float - cell range)
The minimum range below which a cannon is not eligible to fire. Set to negative values to use each cannon’s primary weapon’s minimum range. Defaults to 0.0, which disables the check.
[SuperWeapon]►SW.RangeMaximum= (float - cell range)
The maximum range above which a cannon is not eligible to fire. Set to negative values to use the each cannon’s primary weapon’s range. Defaults to -1.0.
[SuperWeapon]►SW.MaxCount= (integer)
The maximum number of cannons firing. Set to negative values for unlimited cannons. Defaults to 1.
[SuperWeapon]►SW.AITargeting= (enumeration)
AI does not respect ranges. For EMPulse.TargetSelf=yes super weapons, use NoTarget to enable AI players to use it. Defaults to None.
[SuperWeapon]►Cursor= (mouse cursor)
Used when the target is in range of a cannon. Defaults to Attack.
[SuperWeapon]►NoCursor= (mouse cursor)
Used when there is no cannon in range. Defaults to AttackOutOfRange.

EMPulse specific tags:

[SuperWeapon]►EMPulse.Cannons= (list of BuildingType)
The building types considered to check the range and to fire. If the list is empty, all buildings with EMPulseCannon=yes are considered. All buildings are required to have a primary weapon. Defaults to none.
[SuperWeapon]►EMPulse.TargetSelf= (boolean)
Whether each cannon to fire should fire its primary weapon at itself. The cannon does not actually fire; the weapon just detonates once on the cannon building immediately, similar to a death weapon. To actually damage itself, the building needs to have DamageSelf=yes set. Defaults to no.
[SuperWeapon]►EMPulse.Linked= (boolean)
Whether only one cannon needs to satisfy the range checks to the target. All other cannons will then be considered regardless of range. Only makes sense if SW.MaxCount has a value other than 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. Defaults to no.
[SuperWeapon]►EMPulse.PulseBall= (Animation)
The optional animation played at the FLH at the beginning of the delay before the cannon fires. Use none to disable the pulse ball. This does not disable the delay. Defaults to PULSBALL.
[SuperWeapon]►EMPulse.PulseDelay= (integer - frames)
The delay before firing, but after the cannon rotated towards the target and started the EMPulse.PulseBall animation. Defaults to 32.

There are three firing modes opposed to the one known from Tiberian Sun. Buildings with EMPulseCannon=yes rotate their turret and then create a single bullet using the primary weapon that is thrown at the target. The building does not actually fire and several weapon and building effects are not respected that apply when the building is on a regular attack mission.

If EMPulse.TargetSelf=yes, a single bullet is immediately detonated at each firing cannon’s location. Again, the building does not actually fire.

If a building with EMPulseCannon=no is put into EMPulse.Cannons, the building will fire its primary weapon at the target directly, but without charging or turret rotation, and without any further range checks. Thus, turrets are not supported, and buildings are not guaranteed to fire at all if they didn’t rotate in the right direction before the super weapon is fired.

Other changes:

The pulse ball animation that was previously hardcoded to PULSBALL has now been made customizable and optional. If an EMPulseCannon=yes building had a primary weapon without any valid Report set, the game would crash. This does not happen anymore.

New in version 0.8.