Difference between revisions of "Grenade:EMP"
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* Causes carried or dropped ammunition to detonate. | * Causes carried or dropped ammunition to detonate. | ||
* Detonates ammunition that is deployed. E.g. Rockets in midair, deployed pipes, nails midflight, IC rockets, tranq bullets and so on. | * Detonates ammunition that is deployed. E.g. Rockets in midair, deployed pipes, nails midflight, IC rockets, tranq bullets and so on. | ||
+ | * Does NOT detonate grenades, carried or thrown. | ||
* Travels through walls. | * Travels through walls. | ||
* Triggers detpack fuses. Causes a five second countdown (if the detpack is not already ready to explode within five seconds). | * Triggers detpack fuses. Causes a five second countdown (if the detpack is not already ready to explode within five seconds). |
Revision as of 07:56, 19 April 2006
Content
The EMP grenade detonates any ammunition (dropped, fired or carried) in its area of effect and causes potentially huge explosions. Does not detonate grenades.
Damage
- Wholly dependant on the ammunition in the local vicinity.
- See the Ammo Types page for information regarding ammo's explosive qualities, and the damage done when the ammo type explodes.
Splash Range
- Very large. Any ammo located within a spherical radius of x units is detonated.
Fuse
- Standard.
Speed of Gren Throw
- Standard.
Time of Effect
- N/A
Specal Properties
- Causes carried or dropped ammunition to detonate.
- Detonates ammunition that is deployed. E.g. Rockets in midair, deployed pipes, nails midflight, IC rockets, tranq bullets and so on.
- Does NOT detonate grenades, carried or thrown.
- Travels through walls.
- Triggers detpack fuses. Causes a five second countdown (if the detpack is not already ready to explode within five seconds).
- Huge EMP explosions involving large amount of ammo should cause the ground to shake