# Vehicle EMP ## EMP Duration The calculated duration is given by: ```sqf _effectiveDuration = _empDuration * (1 + ((-_empResistancePercent)/100)); ``` or ```c Effective Duration = Ammo Duration * (1 + (-Resistance/100)) ``` Therefore: - A resistance of < 0 will produce an INCREASE in duration. - A resistance of > 0 will produce a DECREASE in duration. - A resistance of 0 will produce the same duration defined on the ammo. - A resistance of 100 will produce a 0 duration (no effect). - A duration of 0 will always result in no effect. > An effective duration of 0 is assumed for calculated durations < 1 for performance. ## Configuration Properties ### EMP Enabled Specify if the given ammo has an emp effect on vehicles. Where to define: `CfgAmmo -> Ammo`. `rd501_emp_vehicle_enabled=1` Default: `0` ### EMP Max Duration You can specify how long a given set of ammo can disable a vehicle for (at maximum). Resistance will reduce this. Where to define: `CfgAmmo -> Ammo`. `rd501_emp_vehicle_duration=number` > `number` is the number of seconds this ammo will disable a vehicle for. > Note that this is only factored in, if a vehicle has a resistance of 100%, then the emp will not do anything. 50% resistance will halve the duration etc. Default: `10` ### EMP Resistance You can specify a vehicles resistance (as a %) to the effects of EMP. Where to define: `CfgVehicles -> Vehicle`. `rd501_emp_vehicle_resistance_percent=number` > `number` is the whole number percentage (max 100, min unbound) which will be applied as a reduction to the given ammo's EMP duration. > `rd501_emp_vehicle_resistance_percent=100` is effectively disabling the effects on emp on the vehicle. (Immunity) Default: `0`