PreventAttackMove
| Flag: | PreventAttackMove |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | yes for units with Primary= set, to 0 otherwise. |
| Applicable to: | InfantryTypes, VehicleTypes |
Define whether this unit cannot perform the Attack Move action.
This is very necessary for infantry such as engineers and spies, who, when performing an attack move and if they have weapons, will attack buildings rather than enter them.
Notes
When the selected units include aircrafts and buildings or an object with PreventAttackMove=yes, clicking the Attack Move button will not execute and will prompt MSG:AttackMoveUnsupported in the top left corner of the screen;
- In vanilla, its content is
A member of the selection does not support attack move.
Bugs/Side-Effects/Unexpected Limitations
For AircraftTypes and BuildingTypes, this is forced to yes, even if they have weapons.
- Although Westwood wrote this on aircraft like the Intruder in vanilla, in reality, it directly determined the type instead of this flag. Even aircraft can achieve a similar effect by establishing a patrol loop via waypoint.
MYTH
There is a saying that when performing an Attack Move, the unit is actually in a QMove mission. But in fact, the actual Attack Move is that the unit will acquire a target while still in a Move mission, and after getting close enough, enter an Attack mission. Throughout the process, QMove does not appear, and in fact, QMove has never been truly completed, although it did exist..