InfantryAbsorb
| Flag: | InfantryAbsorb |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
InfantryAbsorb is used on the Yuri Bio Reactor and allows infantry to occupy the building, where each infantry will increase the building's power output by the ExtraPower value (when ExtraPower is positive).
Notes
This flag will also enable the bio reactor art hack where the building's active animation 1 and 2 will play only when the power plant is unoccupied and occupied, respectively. Additionally, the building's idle anim will be played on loop as an active anim, though curious to note is that active anims 3 and 4 will still work properly.
After buildup, the 'full' animation will play for 1 frame before reverting to the empty animation
Each infantry occupies only 1 pip, using frame 3 (0-based) from pips.shp.
When a building with this function also has the Armory=yes setting, the latter does not check the nature of passengers and the InfantryAbsorb=yes overrides other logic, causing the function of allowing entering infantry to be treated as passengers to be overridden. In this case, the building becomes an alternate dimension where it can accommodate an unlimited number of passengers entering until the player manually deploys to eject the passengers.
- Armory=yes prevents infantry that have reached elite level from entering, and they will display a cursor indicating they cannot enter.
- Armory=yes prevents vehicles from entering; they can issue commands but will continuously attempt at the entrance and ultimately fail to enter.