ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Occupier

From ModEnc
Jump to navigation Jump to search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Occupier
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: InfantryTypes


This flag determines whether or not an infantry can garrison a building with CanBeOccupied=yes and MaxNumberOccupants is greater than 0.

Infantry can only garrison buildings controlled by a neutral (Civilian) player in RA2, but with the addition of the Battle Bunker in YR, the game also allows the player to garrison their own buildings.

In Red Alert 2

Occupied (garrisoned) buildings in Red Alert 2 will use pre-determine Allied/Soviet occupation weapons when firing, determined by their Primary weapon for Allied, and Secondary for Soviet occupants.

In Yuri's Revenge

The occupied building also requires CanOccupyFire=yes to actually fire in YR, and the weapon used must be defined on the infantry iself, by their OccupyWeapon and EliteOccupyWeapon.

Bugs/Side-Effects/Unexpected Limitations

Infantry units with the Engineer=yes attribute are forced to prioritize repair, so this will block the function from working.

Since this logic essentially involves the building firing all the occupiers' weapons in turn, if any occupier is unable to attack the current target due to using a weapon with AG=no projectiles or other reasons, it will cause the firing sequence to get stuck at this step, resulting in the entire building ceasing to fire.

  • Similarly, any occupier's weapon with Suicide=yes will also cause the building to be destroyed when it is the turn to fire using this occupier's weapon.

See Also