Crushable
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Flag: | Crushable |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | TechnoTypes: AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes as well as ObjectTypes: Animations, Projectiles, TMPTiles, OverlayTypes, ParticleSystems, Particles, SmudgeTypes, TerrainTypes and VoxelAnimTypes |
Specifies whether or not this object can be crushed by a unit with Crusher=yes. The crushing unit must have a MovementZone that allows it to move onto the crushable object.
This value does not affect OmniCrushers for it will crush anything except units with OmniCrushResistant=yes set.
Notes
When the BuildingTypes use this flag, only those with Foundation=1x1 will be properly processed and removed (crushed), while others will simply become passable, similar to the behavior of [BuildingType]→IsPassable=yes introduced by Ares.
Bugs/Side-Effects/Unexpected Limitations
TerrainTypes (e.g. trees) with Crushable=yes can be crushed like any other object, but with some visual bugs/limitations. When crushed, the terrain object becomes passable, but its sprite lingers on the map until the view is "refreshed" (for example by moving the camera away from the object and back, or by changing map lighting). In addition, vehicles do not tilt when crushing TerrainTypes.
See Also
- Rules(md).ini Flags
- TechnoTypes Flags
- AircraftTypes Flags
- BuildingTypes Flags
- InfantryTypes Flags
- VehicleTypes Flags
- ObjectTypes Flags
- Animations Flags
- Projectile Flags
- TMPTiles Flags
- OverlayTypes Flags
- ParticleSystems Flags
- Particles Flags
- SmudgeTypes Flags
- TerrainTypes Flags
- VoxelAnims Flags
- INI Flags
- Bugs and Errors