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MovementZone: Difference between revisions

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Split off the Movement page
 
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m "none" doesn't exist... updated default
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{{flag|name=MovementZone|files=rules(md).ini|values=special strings|special=none|default=Normal / None? |types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotor]]s do) |games=TS, FS, RA2, YR}}
{{flag|name=MovementZone|files=rules(md).ini|values=special strings|special=none|default=<tt>Normal</tt>|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotor]]s do) |games=TS, FS, RA2, YR}}


MovementZone says where is the unit allowed to go and helps the [[AI]] pathfinding routines. The possible values it takes are:
MovementZone says where is the unit allowed to go and helps the [[AI]] pathfinding routines. The possible values it takes are:


* Amphibious - when pathfinding, the unit will consider both ground and water as passable.
* <tt>Amphibious</tt> - when pathfinding, the unit will consider both ground and water as passable.
* AmphibiousDestroyer - Same as above, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry while in TS it was for the ampibious APC.
* <tt>AmphibiousDestroyer</tt> - Same as above, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry while in TS it was for the ampibious APC.
* Crusher - when pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.<sup>[[#Notes|1]]</sup>
* <tt>Crusher</tt> - when pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.<sup>[[#Notes|1]]</sup>
* CrusherAll - Same as above, additionally assumes that it can crush any mobile object, as well as walls. <sup>[[#Notes|2]]</sup>
* <tt>CrusherAll</tt> - Same as above, additionally assumes that it can crush any mobile object, as well as walls. <sup>[[#Notes|2]]</sup>
* Destroyer - when pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
* <tt>Destroyer</tt> - when pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
* Fly - when pathfinding, it assumes everything passable.
* <tt>Fly</tt> - when pathfinding, it assumes everything passable.
* None - same as Fly.
* <tt>Infantry</tt> - when pathfinding, only clear ground is considered passable.
* Infantry - when pathfinding, only clear ground is considered passable.
* <tt>InfantryDestroyer</tt> - Same as above, but can destroy terrain obstacles such as trees.
* InfantryDestroyer - Same as above, but can destroy terrain obstacles such as trees.
* <tt>Normal</tt> - when pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
* Normal - when pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
* <tt>Water</tt> - when pathfinding, considers only water as passable.
* Water - when pathfinding, considers only water as passable.


=== Notes ===
=== Notes ===

Revision as of 14:01, 20 August 2006

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: MovementZone
File(s): rules(md).ini
Values: special strings
Special Values: none
Default: Normal
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (to the same extent as Locomotors do)


MovementZone says where is the unit allowed to go and helps the AI pathfinding routines. The possible values it takes are:

  • Amphibious - when pathfinding, the unit will consider both ground and water as passable.
  • AmphibiousDestroyer - Same as above, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry while in TS it was for the ampibious APC.
  • Crusher - when pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.1
  • CrusherAll - Same as above, additionally assumes that it can crush any mobile object, as well as walls. 2
  • Destroyer - when pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.
  • Fly - when pathfinding, it assumes everything passable.
  • Infantry - when pathfinding, only clear ground is considered passable.
  • InfantryDestroyer - Same as above, but can destroy terrain obstacles such as trees.
  • Normal - when pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
  • Water - when pathfinding, considers only water as passable.

Notes

1: To actually crush infantry, it needs to be Crusher=yes. Infantry which has Crusher=no or DeployedCrushable=no (YR only, only works when deployed, obviously) set will not be crushable.
2: In order to actually crush vehicles, it needs to be OmniCrusher=yes. Objects which have OmniCrushResistant=yes will not be crushable.