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Difference between revisions of "MovementZone"

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MovementZone says where is the unit allowed to go and helps the [[AI]] pathfinding routines. The possible values it takes are:
 
MovementZone says where is the unit allowed to go and helps the [[AI]] pathfinding routines. The possible values it takes are:
 
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{| align="center" cellpadding="6" class="table_descrowdesccol"
* <tt>Amphibious</tt> - when pathfinding, the unit will consider both ground and water as passable.
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!''MovementZone''
* <tt>AmphibiousCrusher</tt> - when pathfinding, the unit will consider both ground and water as passible. In addition, it will assume that it is capable of crushing infantry, but is unarmed.<sup>[[#Notes|1]]</sup>.
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!''Description''
* <tt>AmphibiousDestroyer</tt> - Same as above, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry.
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|-
* <tt>Crusher</tt> - when pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.<sup>[[#Notes|1]]</sup>
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!Amphibious
* <tt>CrusherAll</tt> - Same as above, additionally assumes that it can crush any mobile object, as well as walls. <sup>[[#Notes|2]]</sup>
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|When pathfinding, the unit will consider both ground and water as passable.
* <tt>Destroyer</tt> - when pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
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|-
* <tt>Fly</tt> - when pathfinding, it assumes everything passable.
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!AmphibiousCrusher
* <tt>Infantry</tt> - when pathfinding, only clear ground is considered passable.
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|When pathfinding, the unit will consider both ground and water as passible. In addition, it will assume that it is capable of crushing infantry, but is unarmed.<sup>[[#Notes|1]]</sup>
* <tt>InfantryDestroyer</tt> - Same as above, but can destroy terrain obstacles such as trees.
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|-
* <tt>Normal</tt> - when pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
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!AmphibiousDestroyer
* <tt>Subterannean</tt> - when pathfinding, considers clear ground passable. When destination is too far away for surface travel, or there is an obstacle in the way, unit will dig underground. Unit cannot dig on pavement. In other cases, when subterranean travel is not possible, or surface travel is quicker, acts like a unit with MovementZone=Crusher or MovementZone=Destroyer.
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|Same as '''AmphibiousCrusher''', additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry.
* <tt>Water</tt> - when pathfinding, considers only water as passable.
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|-
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!Crusher
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|When pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.<sup>[[#Notes|1]]</sup>
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|-
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!CrusherAll
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|Same as '''Crusher''', additionally assumes that it can crush any mobile object, as well as walls.<sup>[[#Notes|2]]</sup>
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|-
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!Destroyer
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|When pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
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|-
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!Fly
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|When pathfinding, it assumes everything passable.
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|-
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!Infantry
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|When pathfinding, only clear ground is considered passable.
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|-
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!InfantryDestroyer
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|Same as '''Infantry''', but can destroy terrain obstacles such as trees.
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|-
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!Normal
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|When pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
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|-
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!Subterannean
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|When pathfinding, considers clear ground passable. When destination is too far away for surface travel, or there is an obstacle in the way, unit will dig underground. Unit cannot dig on pavement. In other cases, when subterranean travel is not possible, or surface travel is quicker, acts like a unit with MovementZone=Crusher or MovementZone=Destroyer.
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|-
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!Water
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|When pathfinding, considers only water as passable.
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|-
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!WaterBeach
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| ???
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|-
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|}
  
 
=== Notes ===
 
=== Notes ===

Revision as of 02:08, 14 July 2014

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: MovementZone
File(s): rules(md).ini
Values: special strings
Default: Normal
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (to the same extent as Locomotors do)


MovementZone says where is the unit allowed to go and helps the AI pathfinding routines. The possible values it takes are:

MovementZone Description
Amphibious When pathfinding, the unit will consider both ground and water as passable.
AmphibiousCrusher When pathfinding, the unit will consider both ground and water as passible. In addition, it will assume that it is capable of crushing infantry, but is unarmed.1
AmphibiousDestroyer Same as AmphibiousCrusher, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry.
Crusher When pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.1
CrusherAll Same as Crusher, additionally assumes that it can crush any mobile object, as well as walls.2
Destroyer When pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
Fly When pathfinding, it assumes everything passable.
Infantry When pathfinding, only clear ground is considered passable.
InfantryDestroyer Same as Infantry, but can destroy terrain obstacles such as trees.
Normal When pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
Subterannean When pathfinding, considers clear ground passable. When destination is too far away for surface travel, or there is an obstacle in the way, unit will dig underground. Unit cannot dig on pavement. In other cases, when subterranean travel is not possible, or surface travel is quicker, acts like a unit with MovementZone=Crusher or MovementZone=Destroyer.
Water When pathfinding, considers only water as passable.
WaterBeach  ???

Notes

1: To actually crush infantry, it needs to be Crusher=yes. Infantry which has Crushable=no or DeployedCrushable=no (YR only, only works when deployed, obviously) set will not be crushable.

2: In order to actually crush vehicles, it needs to be OmniCrusher=yes. Objects which have OmniCrushResistant=yes will not be crushable.