EMPulseProjectile
Parsed BulletType that the engine never uses.
This setting has no runtime effect
The engine accepts and loads it, but no gameplay code uses the stored value.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[SpecialWeapons]- Value
- class
- When omitted
none- Used by the game
- No — loaded but not used
The name promises the projectile an EM pulse cannon launches. Firing the cannon instead fires the building’s own primary weapon, so the shot takes that weapon’s Projectile=. Nothing beyond the save file and the cleanup that clears the pointer when a projectile type is deleted touches the value stored here.