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MovementZone

From ModEnc
Revision as of 14:46, 16 October 2006 by 195.195.244.67 (talk) (Notes)
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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
Special Values: none
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:

  • Amphibious - when pathfinding, the unit will consider both ground and water as passable.
  • AmphibiousDestroyer - Same as above, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry while in TS it was for the ampibious APC.
  • Crusher - when pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.1
  • CrusherAll - Same as above, 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 above, but can destroy terrain obstacles such as trees.
  • Normal - when pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
  • Water - when pathfinding, considers only water as passable.

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.