Occupier
| 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
- OccupyPip
- Bunker.Raidable (Ares Only)