High: Difference between revisions
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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. | ||
==See Also== | |||
[[VeryHigh]] | |||
Revision as of 12:14, 12 April 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/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 Red Alert 2
For targeting objects beyond walls, it has been superseded by SubjectToWalls, and SubjectToElevation.
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.





