AG
Allows the projectile to be fired at targets that are on the ground.
- Applies to
- BulletType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
yes
A weapon whose projectile is not anti-ground cannot fire at an object on the ground. An object is on the ground when it is placed on the map and less than one terrain level above the ground beneath it; a placed hover vehicle always counts. This is how an anti-air weapon is kept from shooting at a landed aircraft. The test covers objects only, so it does not stop a weapon firing at a map cell.
A target the player orders goes through the same test as one the object picks for itself. An ordered attack uses a weapon slot that passes the test when the object has one. The exception is a second slot whose warhead does no damage to the target’s armor: the first slot is then chosen, and the attack cannot fire.
A structure’s attack cursor reads its first weapon slot. When that slot’s projectile is AG=no, the player cannot order the structure to attack a map cell, or any object unless the object is airborne and the projectile is AA=yes.
With AA=no beside it, which is the default, the weapon is ground-only. AA=yes with AG=no makes the air-only mirror.
Automatic target scans also read this setting. A weapon slot whose projectile is AG=yes adds infantry, vehicles and buildings to the kinds of target the object looks for, unless AV=yes on the same projectile limits the slot to vehicles. What each kind of object considers says when an object’s weapons fill that list.
The setting also gates the computer’s wall targeting: a wall is worth nothing to an object whose first weapon’s projectile is AG=no.