IceBreakingWeight
Vehicle weight at or above which crossing ice breaks it open into water.
- Applies to
- global rules
- File
rules.ini- Section
[General]- Value
- floating point
- When omitted
4
[General]IceBreakingWeight=6
[MYHVYTNK] ; synthetic UnitTypeWeight=6 ; equal to the threshold, so it breaks the iceA vehicle whose Weight is at or above this value breaks the ice it drives onto. The test runs each time a vehicle finishes entering a cell, and only in a theater whose IsIceGrowthEnabled is yes. Infantry and aircraft never break ice, however heavy. A vehicle on a bridge over the ice is exempt.
The vehicle’s weight is tested in this order:
- At or above this value, the vehicle breaks the ice.
- Otherwise, at or above
IceCrackingWeight, the vehicle cracks the ice. - Otherwise, the ice is left alone.
Breaking affects a two-by-two block of cells: the cell the vehicle is in and three neighbors roughly in the direction it faces. If any cell of the block holds neither ice nor open water, nothing happens and the vehicle drives on. Otherwise all four cells become open water, and the ice around them is redrawn to match.
Objects on the block are affected by type:
- Vehicles start sinking and are stunned, unless their movement zone is
Amphibious,AmphibiousCrusherorAmphibiousDestroyer. - Infantry and aircraft are removed. Each one fires the destroyed events of any trigger attached to it.
Every object that sinks or is removed leaves a Wake animation.