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Wall

Turns a BuildingType into a wall segment, marks an OverlayType as wall, or lets a WarheadType destroy walls.

Wall structure

Specification — 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

Specification — 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.

rules.ini
[GAWALL]
Wall=yes
Land=Wall
Strength=100

It 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

Specification — 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.