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Difference between revisions of "MovementZone"

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(Amphibious is only movementZone that allows units to dock with land and water {{UnitRepair|yes|link}})
(hit that diff button and dbl-chk. Oh who am I kidding. No-one reads or re-chks if Crusher allows subterranean movement after 11 tiles.)
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{{flag|name=MovementZone|files=rules(md).ini|values=special strings|default=<tt>Normal</tt>|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotor]]s do) |ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}
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{{flag|name=MovementZone|files=rules(md).ini|values=special strings|default=<tt>Normal</tt>|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotor]]s do) |ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}.
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[[SpeedType]] is what actually allows or disallows a unit to move over [[TileType}}.
  
 
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:
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!Amphibious
 
!Amphibious
 
|When pathfinding, the unit will consider both ground and water as passable.
 
|When pathfinding, the unit will consider both ground and water as passable.
This is the only MovementZone that allows amphibious units, like Hover Craft and Robot Tanks or even the TS GDI APC, to dock with {{f|UnitRepair|yes|link}} buildings for repairs, regardless if it's land-based Service Depot or a water-based Naval Yard.
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This is the only MovementZone that allows amphibious units, like Hover Craft and Robot Tanks or even the TS GDI APC, to dock with all {{f|UnitRepair|yes|link}} buildings for repairs, regardless if it's land-based Service Depot or a water-based Naval Yard.
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Otherwise the unit will stick with land-based OR water-based, never both.
 
|-
 
|-
 
!AmphibiousCrusher
 
!AmphibiousCrusher
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!Crusher
 
!Crusher
 
|When pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.<sup>[[#Notes|1]]</sup>
 
|When pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.<sup>[[#Notes|1]]</sup>
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Units with Subterranean [[Locomotor]] and Crusher MovementZone will only dig in if there are 11 tiles between unit destination. Those tiles were Clear tiles.
 
|-
 
|-
 
!CrusherAll
 
!CrusherAll

Revision as of 22:01, 15 May 2021

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
Default: Normal
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (to the same extent as Locomotors do)


.

SpeedType is what actually allows or disallows a unit to move over [[TileType}}.

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

MovementZone Description
Amphibious When pathfinding, the unit will consider both ground and water as passable.

This is the only MovementZone that allows amphibious units, like Hover Craft and Robot Tanks or even the TS GDI APC, to dock with all UnitRepair=yes buildings for repairs, regardless if it's land-based Service Depot or a water-based Naval Yard.

Otherwise the unit will stick with land-based OR water-based, never both.

AmphibiousCrusher When pathfinding, the unit will consider both ground and water as passable. In addition, it will assume that it is capable of crushing infantry, but is unarmed.1
AmphibiousDestroyer Same as AmphibiousCrusher, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry.
Crusher When pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.1

Units with Subterranean Locomotor and Crusher MovementZone will only dig in if there are 11 tiles between unit destination. Those tiles were Clear tiles.

CrusherAll Same as Crusher, 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 Infantry, but can destroy terrain obstacles such as trees.
Normal When pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.
Subterannean 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.
WaterBeach  ???

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.