MovementZone I
| Flag: | MovementZone I |
| File(s): | rules(md).ini |
| Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. | |
Should not be used on BuildingTypes. Dictates additional logical rules applied to the movement of the unit when it makes a 'pathfinding' decision (i.e. how to get to its destination). This is also used to trigger some additional logic when linked with the Locomotor= (for example when the unit is able to traverse more than one type of terrain).
WaterBeach
The units Locomotor= is used when on water or a beach but other movement is prohibited - other land types are considered impassable when the unit makes a pathfinding decision.
Water
The units Locomotor= is used when on water but other movement is prohibited - other land types are considered impassable when the unit makes a pathfinding decision.
Fly
The units Locomotor= is used when flying but other movement is prohibited - no land types are considered impassable when the unit makes a pathfinding decision.
InfantryDestroyer
Only for InfantryTypes. The units Locomotor= is used when moving on all terrain. When the unit makes a pathfinding decision, other units are ignored on the presumption that this unit can destroy the blockage.
Subterranean
The units Locomotor= is used when underground. This dictates that the unit 'tilts' to submerge and re-emerge and that the units Speed= value should be used when it is not tunnelling. Only land tile types with AllowBurrowing=false set in the theater INI files are considered impassable when the unit makes a pathfinding decision.
Amphibious
The units Locomotor= is used when on water and land - no land types are considered impassable when the unit makes a pathfinding decision.
AmphibiousCrusher
The units Locomotor= is used when on water and land - no land types are considered impassable when the unit makes a pathfinding decision. This should be used for VehicleTypes only to indicate that they have an alternate image sequence to be used when in water defined by adding 'W' to the end of the units VXL filename although this logic appears not to work in Red Alert 2.
AmphibiousDestroyer
The units Locomotor= is used when on water and land but other movement is prohibited. This should be used for InfantryTypes only to indicate that they have an alternate image sequence to be used when in water. When the unit makes a pathfinding decision, other units are ignored on the presumption that this unit can destroy the blockage.
Destroyer
The units Locomotor= is used as normal. When the unit makes a pathfinding decision, all other objects are ignored on the presumption that this unit can destroy the blockage.
Crusher
The unit moves as normal with only the default rules applying to its movement, although this should only be used on terrestrial land-based VehicleTypes as its use means that the vehicle does not consider objects with Crushable=yes set as being an obstruction when making a pathfinding decision - it will simply drive over them.
(YR) CrusherAll
The unit moves as normal with only the default rules applying to its movement, although this should only be used on terrestrial land-based VehicleTypes as its use means that the vehicle does not consider objects with Crushable=yes set as being an obstruction when making a pathfinding decision - it will simply drive over them. This special case also applies to VehicleTypes that may block its path and was added for the Battle Fortress logic in Yuri's Revenge.
Normal
The unit moves as normal with only the default rules applying to its movement - no special case logic applies.