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MovementZone
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.