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Who crushes whom

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Revision as of 21:24, 22 February 2008 by 91.66.51.170 (talk)
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This page details how the crushing system works. The table shows whether a defender can be crushed by an attacker, depending on how the flags Template:TTL, Template:TTL, Template:TTL and Template:TTL are set.

Can Defender be crushed by Attacker?
Defender
Template:TTL Template:TTL
yes no yes no
  A  
t
t
a
c
k
e
r
Template:TTL yes
no
Template:TTL yes
no
OmniCrusher and OmniCrushResistant are only available in Yuri's Revenge.

Empty cells signal that one property does not influence the other, specifically:

  • Crusher=yes checks for Crushable - it doesn't care whether the target can be crushed by OmniCrushers.
  • Just because a target is not an OmniCrusher, doesn't mean it can't crush a Crushable=yes - that's determined by Crusher.


The flags in detail:

  • Template:TTL determines if this VehicleType can crush objects.
  • Template:TTL determines if this object can be crushed by Crushers.
Only if the Attacker is Crusher=yes and the Defender is Crushable=yes, the crushing can happen.
  • Template:TTL, if enabled, allows the VehicleType to crush objects who are set Crushable=no.
  • Template:TTL, if enabled, prevents all crushing.
  • Note that setting the flag Train&#;yes on a UnitType in Tiberian Sun allows that unit to destroy ("crush") any unit, and even buildings, it comes in contact with. However, this effect is difficult to use in-game and requires minutious commanding of the unit in order to crush buildings, as there is no corresponding Template:TTL to this behaviour and any Template:TTL will try to avoid contact with buildings. Wether this works on other types (infantry, aircraft) and in RA2 needs further testing. It has also not been verified that such a unit can also crush walls and objects which are Template:TTL. It is likely, if the flag is valid and parsed in RA2, none of the aforementioned resistance flags would protect from destruction through such a contact.