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Paralyzed

Keeps a soldier or an armed vehicle on this mission from being given a new one when it runs out of things to do.

Specification
Applies to
mission behavior
File
rules.ini
Section
[<Mission name>]
Value
boolean
When omitted
no

Paralyzed is set in a mission’s section and applies to every object while it is on that mission.

rules.ini
[Sticky] ; the section of the Sticky mission
Paralyzed=yes

A soldier, or a vehicle with a weapon in its first weapon slot, normally switches to a guard mission when it has no target and no destination left. If its current mission sets Paralyzed=yes, it stays on that mission instead. An object on Guard, Area Guard or Patrol stays on that mission anyway, so the setting matters only for other missions.

Vehicles with Harvester=yes or Weeder=yes, and vehicles without a weapon, ignore the setting. When they run out of orders, they switch to harvesting, unloading or guard under the same conditions as on a mission without the setting.

A vehicle on a Paralyzed=yes mission does not scatter away from a threat. A scatter with no threat to move away from, such as the player’s scatter command, still sends it to a nearby cell. Infantry ignore the setting when they scatter.

Despite its name, the setting does not stop the object from moving. A player order, a team script or an override mission moves it as usual.

See also — Zombie, Scatter, NoThreat