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Crushable

Lets a crusher vehicle drive over the object or overlay and destroy it.

Crushable by vehicles

Specification — Crushable by vehicles
Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
Context-dependentAn InfantryType section starts at yes. Every other object type in this scope starts at no.

The crusher on the other side of this setting is a Crusher=yes UnitType, or one carrying the crusher veteran ability. Everything below applies to that pairing only; nothing else in the game destroys the object or overlay over it, though the flag does shape pathfinding and the track a driving vehicle takes.

An overlay marked crushable and Wall=yes is destroyed outright the moment such a vehicle drives onto it — a crushable overlay that is not a wall plays the sound and rocks the vehicle but survives: the cell plays the overlay’s CrushSound, the segment is removed with no regard for its owner or its damage stage, and the vehicle rocks forward. The cell also reports itself as crushable terrain, which lets a crusher’s pathfinding route straight through a crushable wall while an allied one is additionally flagged as friendly and destroyable.

An object marked crushable is run over rather than shot. A crusher that finds one in the cell it is entering deletes it, plays its CrushSound, and records the kill; allied objects are passed over unharmed unless the crusher is a train. A computer-controlled crusher drives at a crushable target inside [CombatDamage] Crush= instead of firing on it — AutoCrush=yes and [CombatDamage] PlayerAutoCrush= are tested only on branches a house a human is playing never reaches — and an unarmed crusher pointed at a crushable object is offered a move cursor in place of the attack cursor it could not use.

Crushable by vehicles

Specification — Crushable by vehicles
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
Used by the game
No — loaded but not used

An animation is never entered into a cell’s occupier list — an AnimType is not a footprint type, so placing one down registers nothing with the cell it sits over. Four of the seven tests that read the flag are fed from that list, and a fifth takes the object under the cursor, which comes from the same list; the remaining two are handed a vehicle’s attacker or its target, and an animation can be neither. No gameplay path reads the flag for an animation.

The setting is read out of art.ini rather than rules.ini, because an AnimType takes all of the settings it shares with other object types from the art database.