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
Wall=yes makes a BuildingType a wall segment that never stays on the map as a structure. When it is placed, it puts its ToOverlay overlay in the cell and makes the placing house the cell’s owner. It then reveals the map within its Sight and deletes itself. If the cell refuses the overlay, the placement fails. From structure to overlay covers the cell tests.
Give the type a ToOverlay in its art.ini entry. Without one, placing the structure crashes the game.
A wall segment may be placed next to any cell its house owns, not only next to a building. This lets a wall run extend from the end of an earlier one. Placement decision order covers the full test.
Its build time is multiplied by WallBuildSpeedCoefficient, after every other build-time adjustment. How long it takes lists the steps.
On the sidebar, its cameo sorts into the wall group, with firestorm walls and laser fences.
Wall overlay
- Applies to
- OverlayType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
[GAWALL]Wall=yesStrength=150Wall=yes makes an overlay a wall segment. The flag turns on:
- the connection artwork that joins neighboring segments into a run;
- the damage stages that
StrengthandDamageLevelsdrive; - blocking, whatever the overlay’s
Landvalue, unless the overlay is alsoCrushable=yes, which lets crusher vehicles drive over it; - the sell cursor and the sale of the segment;
- damage from a
Wall=yeswarhead, or from aWood=yeswarhead when the overlay’s armor is wood.
Walls and gates covers each of these. The stock wall overlays leave Land at Clear, so this flag alone makes them block.
Without the flag, an overlay takes no wall damage and has none of the behavior above. It blocks movement only through its land type, as its Land value and the movement costs decide.
This flag is separate from Wall=yes on the BuildingType that lays the overlay. A wall structure converts into the overlay its ToOverlay names whether or not that overlay sets this flag. If the overlay does not set it, the result is an ordinary overlay with none of the wall behavior.
Wall destroyer
- Applies to
- WarheadType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
An explosion from a Wall=yes warhead can damage the wall overlay in the cell it lands in. The chance of a hit landing depends on the explosion’s raw damage, and Verses does not apply to walls; Taking damage gives the rule. A warhead without the flag leaves walls undamaged, unless it is Wood=yes and the wall’s armor is wood.
In scenarios with DestroyableBridges=yes, the same explosions can damage bridges. Whatever that setting, they crack ice in the explosion’s cell unless they go off up on a bridge.
The flag also affects how objects treat walls:
- A vehicle that cannot crush a wall in its path treats it as destroyable instead of impassable when its primary weapon’s warhead sets this flag, or is
Wood=yesand the wall’s armor is wood. - Infantry treat a wall as destroyable only when the primary weapon’s warhead sets this flag.
Wood=yesdoes not count for them. - A player-controlled object shows the attack cursor over an enemy wall when the warhead in its first weapon slot sets this flag, or is
Wood=yesand the wall’s armor is wood. - The computer’s automatic search for walls to shoot skips any object whose primary weapon’s warhead lacks the flag. The difficulty’s
DestroyWallssetting can turn that search off.
Walls in combat and movement explains what a vehicle or infantryman does at a wall it reads as destroyable.