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MovementZone
Flag: | MovementZone |
File(s): | rules(md).ini |
Values: | special strings |
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.
- AmphibiousCrusher - when pathfinding, the unit will consider both ground and water as passible. In addition, it will assume that it is capable of crushing infantry, but is unarmed.
- 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.
- Subterranean - when pathfinding, considers clear ground passable. When destination is too far away for surface travel, or there is an obstacle in the way, unit will dig underground. Unit cannot dig on pavement. In other cases, when subterranean travel is not possible, or surface travel is quicker, acts like a unit with MovementZone=Crusher or MovementZone=Destroyer.
- Water - when pathfinding, considers only water as passable.
Notes
1: To actually crush infantry, it needs to be Crusher=yes. Infantry which has Crushable=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.