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EMEffect

A projectile carrying the warhead creates an EM pulse where it detonates instead of dealing blast damage.

Specification
Applies to
WarheadType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The projectile creates a pulse where it detonates. The warhead’s Spread sets the pulse’s radius, and the weapon’s Damage sets how long the pulse lasts; the linked section explains both. The detonation deals no blast damage and has none of a blast’s ground effects, such as cratering or cracking ice.

The pulse forms where the projectile is when it detonates. An ordinary shot first moves its detonation onto a nearby target or its fuse point; an EM pulse projectile does not. It still moves onto the target’s center when it ends within 32 leptons (an eighth of a cell), unless the projectile is Airburst=yes or Inaccurate=yes.

Explosions that do not come from a projectile, such as the collateral blast of a dying Explodes=yes object or one with the EXPLODES ability, deal ordinary blast damage through the warhead.

Every explosion that uses the warhead picks its impact animation at random from the warhead’s AnimList, so any entry can appear whatever the damage. Over water, a Conventional=yes warhead still chooses its splash by damage.

See also — emp-pulse