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{{bugs}} | {{bugs}} | ||
Buildings can't 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 | |||
==See Also== | ==See Also== | ||
[[VeryHigh]] | [[VeryHigh]] | ||
Revision as of 12:22, 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For targeting objects beyond walls, it has been superseded by SubjectToWalls, and SubjectToElevation. 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
Buildings can't 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





