Technician
| Flag: | Technician |
| File(s): | rules(md).ini |
| Values: | InfantryTypes |
| Default: | none |
| Applicable to: | General |
Defines an InfantryType that is used as crew for the unplayable sides. These sides are the ones not named "GDI" or "Nod" in Tiberian Sun, and the first two or three defined sides in Red Alert 2 and Yuri's Revenge respectively.
Notes
Technicians also have a 15% probability to spawn as survivors instead of ordinary crew from units and buildings if the unit or building has Primary= set, i.e. it has a weapon or it is occupied. This does not apply in case the game already determined an Engineer should be spawned.
If at least one crewed building can spawn a technician on destruction or when selling, Technician has to be set to a valid InfantryType, otherwise the game will crash in both cases.
Bugs/Side-Effects/Unexpected Limitations
When Technician=, Engineer=, AlliedCrew= and others weren’t defined, the game crashed when a building was sold or destroyed. This was just because of oversights in both cases.
- When selling, the flawed [InfantryType]→Engineer=yes check happened before the crew type was verified to be set at all.
- When destroyed, the game checked whether the crew type was set, but then went ahead and tried to write the name of the crew type to the debug log regardless of the result.
- This bug has been fixed in Ares 0.3.
See Also
- Crew.TechnicianChance (Ares Only)