Buat type EMP baru. Ngikut punya ARES, yang ini lebih simple bacanya drpd yg di DC
Link ARES Doc
;contoh
[EMPTypes]
0=Default
1=Type
[Type]
EMP.AIRecoverMission= (recover mission for this EMP Type)
EMP.Sparkles= (EMP anim for this EMP Type)
EMP.PreImpactAnim= (EMP anim buildup for this EMP Type. If used, then the EMP applies after the PreImpactAnim ends)
EMP.UseColorTint= (use color tint for this EMP Type)
EMP.ColorTint= (color of this EMP Type for affected units, can be RGB or use [ColorAdd])
EMP.ColorTintToInfantryType= (color of this EMP Type for affected infantry, can be RGB or use [ColorAdd])
[TechnoTypes]
ImmuneToEMP= (immune to all EMP Types)
ImmuneToEMP.Type= (immune to this EMP Type)
EMP.Modifier= (factor multiplier to all EMP Types)
EMP.Modifier.Type= (factor multiplier to this EMP Type)
EMP.Threshold= (damage threshold to all EMP Types)
EMP.Threshold.Type= (factor multiplier to this EMP Type)
[WarheadType]
EMP.Duration= (duration of all EMP Types, can use negative value)
EMP.Cap= (maximum duration of all EMP Types)
EMP.Type= (define EMP type for this warhead)
[EMPTypes]
0=Default
1=Bio
[Bio]
EMP.AIRecoverMission=Guard
EMP.Sparkles=BIOINFEST1
EMP.PreImpactAnim=BIOINFEST1MK
EMP.UseColorTint=no
;EMP.ColorTint= ;not used for this type
;EMP.ColorTintToInfantryType= ;not used for this type
[GAWEAP]
Armor=wood_weap
ImmuneToEMP=no
ImmuneToEMP.Default=yes
ImmuneToEMP.Bio=no
;EMP.Modifier= ;not used, def 100%
EMP.Modifier.Bio=200%
;EMP.Threshold= ;not used, def inair
EMP.Threshold.Bio=75
[BioSplatWH]
Verses=0%.0%.0%.0%.0%.0%.0%.0%.0%.0%.0%
Versus.wood_weap=100%
EMP.Duration=15
EMP.Cap=75
EMP.Type=Bio