Mechanic
Turns a healing weapon away from infantry and onto vehicles.
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
[MECHANIC] ; an InfantryType registered in [InfantryTypes]Mechanic=yesThe key changes which patients a healer takes; it does not make an object a healer. An object is a healer when the Damage plus AmbientDamage of its primary and secondary weapons averages below zero. On any other object the key does nothing.
A healer takes these patients:
- An infantry healer without the key takes infantry.
- An infantry healer with the key takes vehicles and no longer takes infantry.
- A vehicle healer takes vehicles, with or without the key.
- A healer with
OmniHealer=yestakes infantry and vehicles alike.
A vehicle, for this purpose, is a driven vehicle other than a NonVehicle=yes type, an aircraft on the ground, or a structure with UndeploysInto set other than a construction yard. An ordinary structure, an airborne aircraft, and any object not allied to the healer are never patients.
The key applies to both the cursor and the automatic scan. A mechanic offers the repair cursor over a damaged allied vehicle, walks to one it finds while guarding, and keeps repairing it until it is undamaged. Holding force-move over an allied transport withdraws the repair offer, so the player can still order the mechanic aboard a damaged transport.
Only infantry use the key. It does not change what a healing shot does on arrival.
OmniHealer, Damage, AmbientDamage, Passengers, Verses, repair, target-selection, warheadsHistory
- Added0.2.0In development