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|ts=yes
|ts=yes
|fs=yes
|fs=yes
|hp=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|ares=yes
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This flag determines whether this [[Projectile|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 [[Verses|warhead statistics]].


This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls.
==In {{ra2}}==
For targeting objects beyond walls, it has been superseded by [[SubjectToWalls]], and [[SubjectToElevation]]. It does not have any effect when firing through [[BuildingTypes|buildings]] however.


It has been superseded by <tt>[[SubjectToWalls]]=</tt> in RA2/YR.
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.


If on a projectile, this flag determines whether the projectile flies in a higher arc than normal, like that used by the Nod Artillery and GDI Juggernaut in Tiberian Sun.
=={{bugs}}==
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
 
==See Also==
[[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For targeting objects beyond walls, it has been superseded by SubjectToWalls, and SubjectToElevation.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