Cyborg
Lets the soldier survive a killing hit on its stumps, and exposes it to EM pulses.
- Applies to
- InfantryType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
Damage that would take a standing cyborg to zero strength does not kill it. Its strength is set to a quarter of its Strength instead, never below 1, it is forced prone and put into the crawl animation, [AudioVisual] InfantryExplode plays at its position, and the hit is reported as the transition into condition red rather than as a destruction — so nothing that watches for a kill sees one. Damage delivered as unavoidable, such as the impact that kills anything dropped from a height, skips all of that and kills outright.
Once it is prone the reprieve is spent: the next killing hit plays InfantryExplode again and removes the soldier immediately, with no death animation and no corpse.
Two more behaviors attach to the flag. With BerzerkAllowed=yes in [CombatDamage], the hit that first takes a cyborg below half strength turns it berzerk once and puts it on Area Guard; a berzerk soldier ignores allegiance when it picks targets. And a cyborg is the only infantry an EM pulse stuns — ordinary soldiers walk through one untouched.
The flag also settles two type-level figures as the section is read. It is what makes an InfantryType eligible for damage sparks at all, and it selects the starting CollateralDamageCoefficient.