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|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
}} | }} | ||
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]]. | |||
==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== | For targeting objects beyond walls, it has been superseded by [[SubjectToWalls]], and [[SubjectToElevation]].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. | ||
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}}== | |||
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
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| 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For targeting objects beyond walls, it has been superseded by SubjectToWalls, and SubjectToElevation.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.
- Ares can fix this with additional projectile tags, See: https://ares-developers.github.io/Ares-docs/new/buildings/solidbuildings.html





