HoverAttack
| Flag: | HoverAttack |
| 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 |
When the techno is in an attack mission, does it attempt to take off? If the attack mission is acquired due to attacking a target, this effect will only be executed when the target is within the weapon's range (i.e., when the weapon can actually be fired).
Of course, if the unit's Locomotor is inherently capable of flight, it will first move closer to initiate the attack when the distance is insufficient. In this case, the movement itself will trigger the take-off action.
Notes
By default, if the unit does not need to move to fire the weapon (due to being close enough), it will fire directly without ascending. However, this flag allows the unit to ascend while firing, which is particularly useful for helicopters.
- If the unit cannot actually fly, it will still attempt to take off when capable of attacking, but the behavior manifests as firing while randomly moving 1 cell in any direction.
- If the attack mission is acquired through an attack command, frequent state refreshes may cause continuous circling within a cell or moving 2 cells consecutively.
- For infantry using this effect, due to their behavior being highly tied to sequences, they may persistently attempt to move after entering the weapon's range but struggle to actually fire—even if the weapon has settings like OmniFire=yes.