JumpJet
Marks the InfantryType as a jumpjet, so it routes, is targeted and dies as an air unit.
- Applies to
- InfantryType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
The flag does not supply the locomotor. Locomotor= picks that, and the two only combine into flight when both are present: a soldier counts as flying at a given moment when its type carries this flag and the jumpjet locomotor is the one currently in control.
Movement is planned as though the type’s MovementZone were the infantry zone whatever it actually says, and an order may name any cell at all — an unreachable one is answered with the nearest reachable cell rather than refused, and the cursor is left blank instead of falling back to the cannot-move form. A move order over a cell beside a tunnel entrance offers no action.
Before each leg, a jumpjet chooses between flying and walking. It flies when it is already off the ground, when the destination lies in a different infantry-zone region, when the trip spans 12 cells or more, when either end is outside the playable area, or when a trial ground route between the two cells comes back longer than 15 cells. It walks a trip of one cell or none, and — for a house under player control — a trip that starts beside a tunnel entrance to the north or west. An ion storm refuses flight outright. Choosing to walk piggybacks a walking locomotor on top of the jumpjet one; choosing to fly ends that piggyback.
Being airborne infantry changes two more things. A jumpjet is offered to the flying-layer passes of a threat scan alongside aircraft, and an explosion whose center sits above ground level gathers it alongside the aircraft within one cell of that center, which is how a shot fired into the air reaches it at all. And a killed jumpjet plays [AudioVisual] InfantryExplode at its position and is removed at once, with no death animation and no corpse.