Capturable
Lets an engineer capture the structure, and shows the enter cursor over it.
Specification
- Applies to
- BuildingType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
An engineer that walks into a non-allied Capturable=yes structure takes it for its own house. At Capturable=no the engineer is used up and the structure stays with its owner, however the engineer was sent there.
The flag also decides which cursors a player’s soldiers get over a non-allied structure. The cursor gives the full rules.
- Over a visible
Repairable=yesstructure, an engineer gets the enter cursor only when this is set. While the structure is aboveEngineerCaptureLevel, the engineer gets the damage action instead. Over a fogged record of aRepairable=yesstructure, the enter cursor appears whateverCapturablesays. - Every
Infiltrate=yessoldier, a spy included, gets the enter cursor over aCapturable=yes,LegalTarget=yesstructure.
An unarmed Infiltrate=yes soldier that has no other destination walks to a Capturable=yes structure given to it as a target.
A computer house’s scan for structures to capture considers only Capturable=yes ones, as a rejected candidate describes.
Two outcomes ignore the flag:
- A structure that undeploys into a vehicle, other than a
ConstructionYard=yestype, is taken through the vehicle branch, which changes its owner whatever this is set to. - Outside campaign games, the multiplayer engineer option has engineers damage a structure instead of taking it.
Capturable=nodoes not protect a structure from that damage.
See also — capture