ConditionRed: Difference between revisions
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In addition, condition red is associated with many game functionalities, including, but not limited to: | In addition, condition red is associated with many game functionalities, including, but not limited to: | ||
* [[Engineer|Engineers]] set to [[area guard]] will automatically head to and repair nearby buildings when their condition turns red. | * [[Engineer|Engineers]] set to [[area guard]] (Ctrl+Alt) will automatically head to and repair nearby buildings when their condition turns red. | ||
* [[Occupier|Occupants]] will leave the [[CanBeOccupied|occupied building]]. | * [[Occupier|Occupants]] will leave the [[CanBeOccupied|occupied building]]. | ||
* AI repair and sell logic (see {{sl|IQ|RepairSell}}). | * AI repair and sell logic (see {{sl|IQ|RepairSell}}). | ||
Latest revision as of 21:39, 31 March 2025
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| Flag: | ConditionRed |
| File(s): | rules(md).ini |
| Values: | Percentages: Either a direct percentage (e.g. "50%"), or a floating point value (e.g. "0.5"). |
| Default: | 50% |
| Applicable to: | General (in RA), AudioVisual (in TS to YR) |
When an object is damaged to this percentage of its original Strength value, the color of its health bar turns red.
In addition, condition red is associated with many game functionalities, including, but not limited to:
- Engineers set to area guard (Ctrl+Alt) will automatically head to and repair nearby buildings when their condition turns red.
- Occupants will leave the occupied building.
- AI repair and sell logic (see [IQ]→RepairSell=).
- ConditionRedSparkingProbability
- Culling





