Wall
Turns a BuildingType into a wall segment, marks an OverlayType as wall, or lets a WarheadType destroy walls.
Wall structure
- Applies to
- BuildingType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
A structure of this type is never placed as a structure. On reaching the map it creates one of its ToOverlay overlays on the cell, claims the cell for its house, and deletes itself; a cell that refuses the overlay refuses the placement outright.
The flag is also what applies WallBuildSpeedCoefficient to the type’s build time, last of everything that shapes it.
Wall overlay
- Applies to
- OverlayType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
The flag is what makes a cell overlay behave as a barrier rather than as scenery. It turns on the connection artwork that joins neighboring cells into a run, the damage stages that Strength and DamageLevels drive, blocked passability, the sell cursor, and eligibility for a Wall=yes warhead. An overlay left at no has none of that: damage passes over it, it no longer blocks as a wall, and no BuildingType can convert into it usefully.
[GAWALL]Wall=yesLand=WallStrength=100It is read separately from the flag of the same name on the BuildingType that lays the overlay. A Wall=yes structure whose ToOverlay names an overlay without this flag still converts into that overlay, and the result is an ordinary decorative overlay that blocks nothing.
Wall destroyer
- Applies to
- WarheadType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
An explosion from this warhead reduces the wall overlay in the cell it lands on, passing its own damage figure to the per-hit test. A warhead left at no reaches the wall’s cell without touching the wall, unless it carries Wood=yes and the overlay’s armor is wood.
Two other things read the same flag. A warhead that destroys walls also destroys bridges, in scenarios where bridge destruction is switched on, and it cracks ice.
The flag decides more than damage. A vehicle treats a wall in its path as destroyable instead of impassable when its first weapon’s warhead carries this flag, or when that warhead is Wood=yes and the wall’s armor is wood; infantry make the same test with no wood alternative, and the attack cursor over a hostile wall appears on the same condition. The computer’s automatic search for walls to shoot rejects any object whose primary warhead lacks it.