LegalTarget
Whether the type may be picked as a target by an automatic scan or by a player pointing at it.
Object targetability
- Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
- Context-dependentMost object types start targetable. A BulletType, SmudgeType, TerrainType or VoxelAnimType starts untargetable instead, and a TerrainType is forced back to targetable by IsVeinhole=yes after its section is read.
A type set to no is rejected by every automatic target scan, and pointing at one of its objects offers no attack cursor. Holding the force-fire modifier bypasses the cursor test, so a player can still order a shot at it by hand, and a scan by an object that has already been given such a target is unaffected — the rejection happens while candidates are being weighed, not while a shot is being taken.
[MYPROP] ; example BuildingType used as sceneryLegalTarget=noTree targeting is a separate allowance: with [CombatDamage] TreeTargeting=yes a player may point at a TerrainType whatever this setting says.
Animation targetability
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no- Used by the game
- No — loaded but not used
Every path that reads the flag is closed to an animation. The automatic scans weigh only objects a house owns and can be shot at, and the cursor test takes whatever sits nearest the pointer out of a cell’s occupier list — a list an animation is never entered into, an AnimType not being a footprint type. An animation attached to a unit or a structure moves and draws with it and still cannot be pointed at; the object underneath answers for both.