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Scatter

Whether objects on a mission are allowed to scatter, or the intelligence level at which a house's objects step aside from an incoming threat.

IQ threshold

Specification — IQ threshold
Applies to
global rules
File
rules.ini
Section
[IQ]
Value
integer
When omitted
3

When a threat heads for a cell, an occupant whose house has an IQ at or above this value is told to scatter out of the way. The test applies to a house a person controls as well. A map that raises a player house’s IQ this far makes that player’s vehicles dodge incoming fire without an order. A vehicle that is driving somewhere does not dodge.

The test applies to warnings raised by three threats:

  • an aircraft firing at a target in the cell;
  • an infantryman firing at a target in the cell, when its primary weapon is slower than Incoming;
  • a crushing vehicle driving onto a cell that holds infantry.

This is one of several conditions that let a warned occupant scatter. PlayerScatter lists the others.

Mission allows scattering

Specification — Mission allows scattering
Applies to
mission behavior
File
rules.ini
Section
[<Mission name>]
Value
boolean
When omitted
yes

Scatter=no in a mission’s section makes aircraft on that mission refuse every scatter request. Vehicles and infantry on the mission refuse only requests that are not forced. The mission that counts is the one the object is on when a scatter request reaches it. PlayerScatter covers the separate decisions that lead to a request.

rules.ini
[Harvest]
Scatter=no

A soldier that is already walking treats every request as unforced, so it refuses a forced one too.

Most requests are forced, so for vehicles and infantry this setting stops few scatters. Forced requests include the player’s Scatter order, a team’s scatter mission, passengers and survivors leaving a destroyed vehicle or structure, and every warning that a threat is heading for the object’s cell.

One forced request still obeys this setting. An object that has just been damaged and is not allowed to fire back scatters only when its mission allows it, as Scattering after damage describes.

A vehicle on the Sleep, Sticky or Unload mission never scatters, and neither does a vehicle whose type sets IsTrain=yes. This holds whatever the mission’s Scatter value and whether or not the request is forced.