Repairable
| Flag: | Repairable |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Define whether this building can be repaired.
This includes granting the building a continuous repair effect by using the Repair cursor until it is fully healed, as well as using infantry with Engineer=yes to enter and instantly repair it to full health.
Notes
When using the continuous repair effect, the repair interval is determined by [General]→RepairRate=, and the amount of health restored per repair is determined by [General]→RepairStep=.
It also has a sub-flag named ClickRepairable, used when Repairable=yes to individually disable the repair method of Repair cursor, so that buildings can only be repaired by engineers.
- But as a sub-flag, it cannot conversely allow this repair method when Repairable=no.
Bugs/Side-Effects/Unexpected Limitations
This directly controls whether engineers can enter the building. If set to no, then even buildings belonging to other houses that can be captured cannot be entered normally.
The wrench animation appearing when a building is being repaired could give away building positions to enemies as it was visible for everyone even if the structure was cloaked.
- This bug has been fixed in Ares 0.8 and buildings will not show the repair animation while cloaked. Observers will still see the wrench, though.
The wrench animation even played when a building being repaired was targeted by a temporal weapon, even though no repairs would take place during this time and the health remains the same while being warped out.
- This bug has been fixed in Ares 0.8 and the repair wrench will not be shown in this situation.
References
By default, all repairing is stopped once a player no longer has enough credits to afford it. After gaining some credits, the buildings have to be ordered to repair again. Ares 0.D has changed this behavior. Refer to Ares documentation.
For buildings that can be entered and repaired, if they are damaged, engineers will prioritize repair over entering. Phobos DevBuild#48 has changed this behavior; see the Phobos documentation for details.
See Also
- RepairStopOnInsufficientFunds (Ares Only)
- EngineerRepairable (Ares Only)