Skip to content

WaterBound

Makes a BuildingType or TerrainType stand on ground that floating objects can cross, in place of land.

Water-bound structure

Specification — Water-bound structure
Applies to
BuildingType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
Parse behavior

when the key is absent the building stays land-bound -- the effective default is no

WaterBound=yes lets a structure stand on land types that floating objects can cross, in place of land types marked buildable. The setting chooses which ground test every cell of the foundation must pass. The same test decides where a player or computer house may place the structure, where a vehicle may deploy into it, and what the placement cursor shows.

SettingWhat each foundation cell must satisfy
WaterBound=noNot a bridge, not a cell under a bridge, no ramp, and a land type with Buildable=yes
WaterBound=yesA land type with a Float= movement cost above zero. Float= is set in the land type’s section, beside Buildable=

A water-bound structure is never tested for Buildable=, bridges or ramps. Which land types have a Float= cost above zero is the only ground rule it follows.

For an ordinary structure, both settings share the remaining tests. Each cell must hold no other object and lie inside the playable area. An overlay in the cell blocks the structure unless it has BuildableOver=yes and is not a wall. Walls and gates follow the cell rules in Walls, gates and wall towers, and laser fences and their posts follow those under LaserFence.

Water-based terrain object

Specification — Water-based terrain object
Applies to
TerrainType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The flag decides which ground a terrain object may stand on. A WaterBound=yes object is tested against the Float column of the land types, and any other object against the Track column. A cell of the object’s Foundation block fails the test when any of these is true:

  • It lies outside the playable area.
  • It holds a wall, or an overlay without BuildableOver=yes.
  • Its land type’s value in the tested column is 0.

The test does not read Buildable=, which decides where structures may be placed.

Terrain a scenario places is not tested, so it stands where the map puts it whatever the ground. The test runs when a low bridge is destroyed, for each terrain object in a cell under the bridge. For an object larger than one cell, the block is laid out with that bridge cell as its top-left cell, so the cells tested can differ from the cells the object stands on. An object that fails takes damage equal to its remaining strength through C4Warhead. That destroys it unless the warhead lacks Wood=yes or the terrain type sets Immune=yes.