Speed/On Unit Types
| Flag: | Speed |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Special Values: | 0 |
| Default: | 0 |
| Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes |
Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per SpeedType, when passing over different LandTypes.
The program calculates the actual speed using the formula min( (min(Speed, 100) * 256 / 100), 255 ). Starting from Phobos Build#45, the Speed parameter now supports floating-point values.
On Infantry Types
Infantry units have their movement speed hard-coded to two-thirds of their original speed when crawling, and three-halves of their original speed when not crawling.
On Vehicle Types
The VehicleType with Locomotor=Drive/Ship hard-coded has its speed reduced to three-quarters of the original when crippled
Speed=0
Speed=0 will cause units to enter a move mission and get stuck in the mission due to being unable to real move.
- Starting from Phobos Build#17, setting VehicleType Speed to 0 now makes game treat them as stationary, refer to Phobos documentation
Bugs/Side-Effects/Unexpected Limitations
While Red Alert does not have explicit Locomotor settings, if any infantry has too high of a Speed value, it will move erratically. This restriction is the same as Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} (Walk).