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Mechanic

Added in 0.2.0

Turns a healing weapon away from infantry and onto vehicles.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
rules.ini
[MECHANIC] ; an InfantryType registered in [InfantryTypes]
Mechanic=yes

The 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=yes takes 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.

History

  1. Added0.2.0In development

    Let the rules aim a healing weapon at vehicles