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Crushable: Difference between revisions
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m Reverted edits by 175.141.18.13 (Talk) to last revision by EvilRenegade |
Added a warning about a visual bug with crushable TerrainTypes. |
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Line 5: | Line 5: | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
| | |hp=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
| | |ares=yes | ||
}} | }} | ||
Specifies whether or not | Specifies whether or not this object can be crushed by a unit with {{f|Crusher|yes|link}}. The crushing unit must have a [[MovementZone]] that allows it to move onto the crushable object. | ||
This value does not affect {{f|OmniCrusher|link}}s for it will crush anything except units with {{f|OmniCrushResistant|yes|link}} set. | This value does not affect {{f|OmniCrusher|link}}s for it will crush anything except units with {{f|OmniCrushResistant|yes|link}} set. | ||
{{Bugs}} | |||
[[TerrainTypes]] (e.g. trees) with {{f|Crushable|yes}} can be crushed like any other object, but with some visual bugs/limitations. When crushed, the terrain object becomes passable, but its [[SHP|sprite]] lingers on the map until the view is "refreshed" (for example by moving the camera away from the object and back, or by changing map lighting). In addition, vehicles do not [[IsTilter|tilt]] when crushing TerrainTypes. | |||
==See Also== | ==See Also== | ||
* [[who crushes whom]] | * [[who crushes whom]] |
Revision as of 09:58, 9 September 2019
Flag: | Crushable |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | ObjectTypes |
Specifies whether or not this object can be crushed by a unit with Crusher=yes. The crushing unit must have a MovementZone that allows it to move onto the crushable object.
This value does not affect OmniCrushers for it will crush anything except units with OmniCrushResistant=yes set.
Bugs/Side-Effects/Unexpected Limitations
TerrainTypes (e.g. trees) with Crushable=yes can be crushed like any other object, but with some visual bugs/limitations. When crushed, the terrain object becomes passable, but its sprite lingers on the map until the view is "refreshed" (for example by moving the camera away from the object and back, or by changing map lighting). In addition, vehicles do not tilt when crushing TerrainTypes.