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6 — All to Hunt...

Pulls every infantry, vehicle and aircraft of the house named out of its team and puts it on the hunt mission.

Editor data
Numeric ID
6
Engine ID
TACTION_ALL_HUNT
Editor name
All to Hunt...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
none
INI example
[Actions]
<TriggerID>=1,6,0,<House>,0,0,0,0,

The hunt order is given once. An object that is later given another order keeps it, and nothing puts it back on the hunt.

The hunting mark on the house is the lasting effect. While the house has a declared enemy, the mark changes how every object the house owns scores targets from then on, including objects built later and objects the action never reached.

Valid values

  • A house available to the scenario. It is matched by country against the houses the scenario plays, and a [spawn house](/formats/scenario-objects/#spawn-houses) names whichever house holds that start position.
Caveats
  • Each object leaves its team before it is put on the hunt, so the house's teams lose every member the action reaches and those members drop the team's script.
  • Only infantry, vehicles and aircraft that are on the map are reached. Structures are never affected, and neither is anything in [limbo](/glossary/#limbo), such as passengers inside a transport.
  • The house stays marked as hunting for the rest of the scenario. While it has a declared enemy, its objects [score every target outside the enemy house at 1](/systems/target-selection/#adjustments-after-scoring), the lowest score a target can have without being rejected. An object on the hunt picks the highest-scoring target on the whole map, so it prefers that opponent. Guard, Area Guard, Patrol, Move and building scans [do not rank ground targets by score](/systems/target-selection/#picking-the-winner), so there the mark does not make an object prefer the enemy's ground objects.
  • If no house in the scenario matches, the action does nothing.