Mission behavior
Settings read from [<Mission name>].
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| Key | Description | Value | When omitted |
|---|---|---|---|
AARate | The servicing delay an armed building on this mission waits between passes. | floating point | Inherited |
NoThreat | Keeps an object that is in this mission from being picked as a target by an automatic scan. | boolean | no |
Paralyzed | Keeps a soldier or an armed vehicle on this mission from being given a new one when it runs out of things to do. | boolean | no |
Rate | An animation's playback rate in frames per minute, or a mission's servicing delay in fractions of a minute. | floating point | .016 |
Recruitable | Whether an object in this mission may be taken onto a team. | boolean | yes |
Retaliate | Whether an object in this mission fires back at whatever damages it. | boolean | yes |
Scatter | Whether objects on a mission are allowed to scatter, or the intelligence level at which a house's objects step aside from an incoming threat. | boolean | yes |
Zombie | Keeps an object on this mission where it is when it is damaged, and when it runs out of things to do. | boolean | no |
No keys match the current filters.