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Crushable

Lets a crusher vehicle drive over the object or overlay, destroying an object or a wall overlay outright.

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.

Crushable=yes lets a crusher drive over the object or overlay. A crusher is a Crusher=yes UnitType, or a vehicle whose type lists the CRUSHER ability on VeteranAbilities= or EliteAbilities= and that has reached the matching rank.

An object marked crushable is destroyed when a crusher enters its cell. The crusher plays the object’s CrushSound and is credited with the kill. A crusher that is not a train leaves allied objects alone, and a train crusher crushes them too. An infantryman on its way to steal a crusher that is not a train is not crushed: the crusher is captured instead.

The lead car of a train, crusher or not, damages every object in a cell it enters except the crushable ones.

A crusher also plans around crushable objects:

  • Its pathfinding does not treat a cell holding a crushable enemy object as blocked.
  • A computer-controlled crusher drives at a crushable target inside the [CombatDamage] Crush= distance instead of firing on it. A crusher belonging to a human player never does this on its own, whatever AutoCrush= and PlayerAutoCrush= say.
  • A crusher that has no weapon shows the move cursor over a crushable object, where an armed one would show the attack cursor.

A wall overlay marked crushable is destroyed outright when a crusher drives onto it, whatever its owner or damage stage. The crusher plays the overlay’s CrushSound and rocks forward.

A crusher’s pathfinding treats an enemy or unowned crushable wall as open ground. A crushable wall owned by an ally stays an obstacle, which the pathfinding routes around where it can.

Any other overlay marked crushable survives. A crusher driving onto it still plays the sound and rocks forward.

Route planning treats a cell that holds any crushable overlay, wall or not, as closed to a type whose MovementZone= is Normal, Amphibious or Infantry. Such a type plans its routes around the cell.

Any vehicle that moves with the drive locomotor, crusher or not, drives straight through a cell holding a crushable overlay. It does not curve into or out of that cell.

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

A crusher looks for its victims among the objects occupying a cell, in the cell’s overlay, and in the target it is attacking or the attacker that hit it. An animation is none of these: placing one does not make it an occupant of the cell it is drawn over, and it can be neither a target nor an attacker. No crush path reads the flag for an animation.