Jump to content

High: Difference between revisions

From ModEnc²
ATHSE (talk | contribs)
No edit summary
Rain-Islet (talk | contribs)
m [bot] Batch update {{Bugs}} templates.
 
(One intermediate revision by one other user not shown)
Line 20: Line 20:
For [[MissileSpawn]] types, <tt>High=yes</tt> will also affect how and when AA defenses can acquire it as a target. It may also have some effect on trajectory, such as the apex of a ballistic arc.
For [[MissileSpawn]] types, <tt>High=yes</tt> will also affect how and when AA defenses can acquire it as a target. It may also have some effect on trajectory, such as the apex of a ballistic arc.


{{bugs}}
=={{bugs}}==
In RA2/YR, buildings can't normally block units firing at targets beyond them, whether they are [[NumberImpassableRows|passable]] or not.
In RA2/YR, buildings can't normally block units firing at targets beyond them, whether they are [[NumberImpassableRows|passable]] or not.
*Ares can fix this with additional projectile tags, See: https://ares-developers.github.io/Ares-docs/new/buildings/solidbuildings.html
*Ares can fix this with additional projectile tags, See: https://ares-developers.github.io/Ares-docs/new/buildings/solidbuildings.html
Line 26: Line 26:
==See Also==
==See Also==
[[VeryHigh]]
[[VeryHigh]]
[[ElevationModel]]

Latest revision as of 17:26, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: High
File(s): rules(md).ini
Values: boolean
Default: no
Applicable to: Projectiles


This flag determines whether this projectile can ignore or will impact walls in its path. If 'no', the unit firing it may decide to only fire once it finds a firing location not obstructed by walls, based on its warhead statistics.

In Red Alert 2

For targeting objects beyond walls, it has been superseded by SubjectToWalls, and SubjectToElevation. It does not have any effect when firing through buildings however.

For MissileSpawn types, High=yes will also affect how and when AA defenses can acquire it as a target. It may also have some effect on trajectory, such as the apex of a ballistic arc.

Bugs/Side-Effects/Unexpected Limitations

In RA2/YR, buildings can't normally block units firing at targets beyond them, whether they are passable or not.

See Also

VeryHigh

ElevationModel