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ConditionRed

The fraction of maximum strength at or below which an object counts as critically damaged.

Specification
Applies to
global rules
File
rules.ini
Section
[AudioVisual]
Value
floating point
When omitted
.5

At or below this fraction of its maximum strength, an object’s health bar and selection pips turn red. The same threshold changes several behaviors:

  • A hit that takes an object from above the threshold to below it springs the Quarter health trigger events.
  • An airborne aircraft below the threshold trails SGRYSMK1 smoke. The animation is fixed in the engine.
  • A computer house sells a damaged structure only while the structure is below the threshold. When the computer repairs lists the other conditions.
  • An engineer targets an allied structure only while the structure is at or below the threshold.
  • Outside a campaign, with the multiplayer engineer option on, an engineer that enters an enemy structure above the threshold damages it instead of capturing it. A structure the Neutral house owns is captured as usual.
  • An object at or below the threshold starts to cloak only by chance, frame by frame.
  • A Doggie=yes soldier that an attacker hits at or below the threshold panics, unless it is already scared or is fearless.
  • Below the threshold, ConditionRedSparkingProbability sets the chance of damage sparks.

The engine default equals the default of ConditionYellow. With neither key set, an object turns red at the moment it would turn yellow, and the yellow stage never shows.

See also — repair