ApproachTargetResetMultiplier
| Flag: | ApproachTargetResetMultiplier |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | 1 |
| Applicable to: | General |
Multiplier that decides how far a moving target must drift from the unit's current route before the unit gives up its destination and recalculates - effectively how "sticky" a chasing unit is.
Notes
It works as a threshold: while chasing, the game measures the distance from the unit's current Destination to the Target, and if distance > (range − 128 when range >= 512, or the range itself otherwise) × ApproachTargetResetMultiplier the unit drops its destination and recalculates.
It only works together with CanRecalcApproachTarget: this multiplier sets how far away a recalculation is allowed, and that flag decides whether the unit may recalculate at all. Neither takes effect if the unit is not in the approach/pursuit flow.
Increasing the value makes chasing smoother: with a larger multiplier the unit recalculates less often, so the "stop-and-recalc" stutter when chasing a moving target is reduced; lowering it makes the unit recalculate more eagerly and stutter more.
Large values make the unit keep chasing an old point: the bigger the multiplier, the longer the unit keeps its current destination after the target relocates, so turning to a drastically different direction becomes sluggish.
It only affects chasing a moving target, not firing or stationary combat: once the target is within range the unit fires directly regardless of this value.
Bugs/Side-Effects/Unexpected Limitations
It is an integer in vanilla, so fine-tuning between ranges is not possible.
Trivia
Westwood set [General]→ApproachTargetResetMultiplier=1.5 in vanilla Red Alert 2, but since this flag only supports integers, it was rounded down to 1. This is why in the original game, a pursuing unit recalculates its path once the target runs roughly a weapon range away, rather than recalculating only after the target runs 1.5 times the range away.