It is essentially a giant, U-shaped magnetic coil that causes interference in the atmosphere that prevents enemy units and command interfaces from mapping or exploring a segment of the battlefield in its close proximity. A mobile version of the generator, the mobile gap generator, was also produced during the Second World War.
The Gap Generator creates a persistent shroud in a radius around the structure. This shroud is temporarily lifted nearby a unit traveling through, but it returns behind the unit as it moves away. The shroud will regenerate in this manner, so long as the structure is standing and there is adequate power available.
The AI is entirely unaffected by Gap Generators, as it is not affected by the shroud in general. In singleplayer missions and skirmish matches against the AI, a Gap Generator provides no advantage to the player whatsoever. Gap Generators are therefore best suited for multiplayer games that involve human opponents, and in any campaign missions where the player has them (e.g. Protect the Chronosphere) they are best just sold for cash and spare power. Gap Generators are, of course, a problem in the Soviet campaign for the human player, especially Mobile Gap Generators masking groups of advancing attackers as can be seen in Capture the Chronosphere.
Render from Command & Conquer: Red Alert - Remastered, used as Steam trading card
- The Gap Generator is the only defensive structure in the game that can be captured. It is unknown if this is intended or an oversight.