Target selection and threat rating
How objects pick targets on their own, which candidates they reject, and how per-type threat coefficients score the rest.
Missions in brief
Section titled “Missions in brief”Anyone already writing mission sections in a rules file can skip to the five stages.
A mission is what an object is doing at this moment: guarding, moving toward a destination, hunting, harvesting, selling itself. Every object on the map is in exactly one, and the mission page lists them all. A player order, a team script, a trigger action and the engine’s idle handling all work by putting an object into a mission. Nothing below depends on how the object got there.
Each mission has a rules section named after it, such as [Guard], [Area Guard], [Hunt] or [Harmless]. Its settings apply to every object in that mission, whatever the object’s type, so a mission section changes a behavior for all of them at once. A mission with no section keeps the engine’s values.
Four mission settings affect the decisions on this page and on engineers, capture and sabotage.
| Setting | What it decides for an object in that mission |
|---|---|
NoThreat | At yes, no other object’s scan will accept it as a candidate. The candidate’s mission decides this, not the scanning object’s |
Retaliate | At no, damage never makes it turn on its attacker |
Scatter | At no, the object does not scatter from a threat. On this page, that stops an object refused retaliation from stepping aside |
Rate | The fraction of a minute between one servicing pass of the mission and the next |
Written out, one mission section looks like this.
[Harmless]NoThreat=yesRetaliate=noRate=.5An object in Harmless is passed over by every scan, does not turn on an attacker, and has its mission serviced about twice a minute. It stays harmless only until an attacker damages it. An object outside a team then returns to its idle mission unless the section also sets Zombie=yes.
The five stages
Section titled “The five stages”An object scans for a target only when its current mission calls for a scan. Five stages then produce one target, and each stage narrows what the next one sees. The first stage decides whether there is a scan at all, and only the last one scores anything.
| Stage | What it decides |
|---|---|
| Mission | Whether to scan, the point to scan from, and which kinds of target are wanted |
| Object kind | Rewrites those kinds from the object’s weapons and role |
| Scan | Walks rings of cells outward from the scan point, or walks every object on the map |
| Cell | Offers at most one occupant per cell |
| Candidate | Rejects what may not be attacked, then scores what is left |
The object takes the chosen candidate as its target. Retaliation is a separate path that never scans.
When an object scans
Section titled “When an object scans”Mission entry points
Section titled “Mission entry points”The table lists every mission that scans. The last two rows are team missions, in which one member scans on the team’s behalf. A mission not in this table never scans. An object in one gets a target only by being given one or by retaliating.
The middle column gives each scan’s shape and reach. A ring scan walks whole rings of cells outward from a point and stops at the radius named; the next section gives the three radii. A whole map scan walks every object instead and has no radius.
| Mission | Scan | Notes |
|---|---|---|
| Guard | Ring, guard radius | Not run on an engineer. An aircraft seldom reaches this scan. It attacks a target it already holds, returns to idle handling at cruising height, and does not scan while landed unless it is docked. A human-owned aircraft scans only while airborne. A computer-owned aircraft whose house is not under attack first looks for an enemy vehicle outside that vehicle’s base, preferring near ones and ones that cannot fire at aircraft. If it finds one, it attacks it without scanning |
| Guard area | Ring, area radius, from the home position | Runs only while the object has no target |
| Patrol | Ring, patrol radius, from the object, then re-scanned from the patrol cell | An aircraft on patrol with ammunition left runs only the first scan |
| Move | Ring, guard radius | Runs only while the object has no target, only for a computer house, never on an aircraft, and never for a member of a Suicide=yes team |
| Hunt | Whole map | Outside campaigns, an aircraft first scans for Tiberium processors alone (objects whose type sets a nonzero Storage), then scans again without that restriction |
| Rescue | Whole map | The result is kept only when it lies within 1.5 times the area radius of the spot where the mission began |
| Guard, on an armed building | Ring, guard radius | Runs only while the building has no target. Not run on an EM pulse cannon, or on a building that holds a chemical missile |
| Team attack | Whole map | The team mission’s Quarry sets the kind of target. A TeamType with OnlyTargetHouseEnemy=yes considers only its house’s declared enemy |
| Team patrol | Ring, guard radius | The team leader scans every PatrolScan minutes |
In Guard, an infantry or vehicle that is not an engineer checks its current target before scanning. If the target is out of range of the weapon chosen against it, the object drops it and scans for another. It therefore does not keep chasing something it can no longer shoot.
Three conditions stop a scan before it starts. Any of them is enough, and each applies only to a human-owned object:
NoAutoFire=yeson the object’s type;- the object is in Guard, and it can cloak (from its type or a cloaking crate) or holds the
CLOAKability; DeployToFire=yeson a vehicle.
Scan radius
Section titled “Scan radius”Three scan radii are derived from GuardRange, the object type’s guard distance in cells. The mission table above says which one a mission uses.
| Radius | Value |
|---|---|
| Guard | GuardRange, when it is not zero and the object is not an engineer. Otherwise the object’s weapon range, as described below |
| Area | Twice GuardRange, or twice the longer weapon range when GuardRange is zero. At most 16 cells |
| Patrol | The same figure as the area radius, but kept between 7 and 16 cells |
The scan walks that many whole rings of cells.
When the guard radius falls back to weapon range, the scan changes in two ways:
- It walks as many rings as the longer of the two weapon ranges, in whole cells, plus one. An object with no weapon at all therefore scans only the cell it stands in.
- Each candidate must also pass a range test. An object with a primary weapon accepts a candidate only within range of the weapon it would choose against it. An object with no primary weapon accepts a candidate within
GuardRange.
A healer is an object whose weapons average negative damage, such as a medic. In Guard, a healer scans a fixed 2 cells, whatever the radius rules above give.
An unarmed building never scans. HasStupidGuardMode=yes goes further: it ends an unarmed building’s Guard processing outright. A repair bay with this setting no longer hands off a waiting unit, and a weapons factory no longer clears its exit.
An idle object settles into either Guard or Area Guard, and Area Guard is the mission that scans at the area radius. What sends an idle object to Area Guard depends on its kind:
- A computer-owned infantry outside a team takes Area Guard once its house’s
IQreaches theGuardArealevel in[IQ], provided it is armed, an engineer or a vehicle thief. Other unarmed infantry take Guard, and so does every infantry below that level. - A human-owned infantry takes Area Guard only through the
GUARD_AREAability, and only while it is outside a team. - An armed vehicle outside a team takes Area Guard once its house reaches that
IQlevel, or whenever it holds theGUARD_AREAability. TheIQtest does not check who owns the vehicle, so a human house whose scenario gives it thatIQsends its idle vehicles to Area Guard as well. - An armed aircraft takes Area Guard while it is computer-owned and outside a team, whatever its house’s
IQ.
What each kind of object considers
Section titled “What each kind of object considers”Before the scan runs, the kind of object doing the looking rewrites the list of wanted target kinds.
When the mission asks for no particular kind, an infantry or a vehicle fills the list from its weapons, one weapon slot at a time.
| Projectile setting | Target kinds added |
|---|---|
AV=yes | Vehicles only. AA and AG on the same projectile add nothing |
AA=yes | Aircraft |
AG=yes | Infantry, vehicles and buildings |
An aircraft does not fill the list from its weapons. It takes the ground fill in the next table instead, so the kinds its projectile would add never reach its scans.
Each kind of object then changes the list further. The row that applies is the one for the object doing the looking, not the one being looked at.
| Object | Changes |
|---|---|
| Anything that moves | A list that names no infantry, vehicle or building kind gains all three |
| Anything that moves, under a scan restriction | An area scan becomes a range scan. The restriction starts when the object stops because its path is completely blocked while its target is out of range. In a team, every member gets it. It lifts as soon as a scan finds nothing |
| Infantry | See below |
| Vehicle | A human-owned DeployToFire=yes vehicle finds nothing. Otherwise only the weapon fill applies |
| Building | Adds what both weapon slots can attack, even when the mission already named a kind. A human-owned building drops buildings from the list. A building always runs a ring scan, never a whole-map scan |
Infantry make the most changes. They apply in this order:
- A computer-owned unarmed
Infiltrate=yesinfantry goes straight for its house’s recapture target when that building is within 15 cells, without scanning. Otherwise its scan is limited to capturable buildings.C4=yesandEngineer=yesboth implyInfiltrate=yes. - A
VehicleThief=yesinfantry already heading for a vehicle within 15 cells that is notIsTrain=yeskeeps that vehicle as its target, without scanning. - An unarmed infantry that is neither
Infiltrate=yesnorVehicleThief=yesfinds nothing. An unarmed vehicle thief looks for vehicles, never buildings or aircraft. - An infantry whose primary weapon has an organic warhead considers only infantry. A warhead counts as organic when its
Versespercentage againstheavyarmor is exactly0%; no setting marks it directly. This is what confines a dog to infantry. A healer’s list is replaced by the healer rule below, so this rule never decides what a healer treats. - A human-owned armed infantry drops buildings. A computer-owned
C4=yesinfantry, or one holding theC4ability, adds them. - A
Thief=yesinfantry considers only capturable buildings that have a nonzeroStorage.
The organic rule and the human-owned rule do not undo a team attack’s Quarry. A quarry that names a kind of building, such as power plants or factories, still reaches buildings.
Two more rules apply after these, to infantry and vehicles:
- A healing infantry or vehicle considers only damaged allies of the kinds it mends. An infantry mends infantry and a vehicle mends vehicles;
Mechanic=yesswitches that to vehicles andOmniHealer=yesto both. - An engineer, whoever owns it, never considers infantry or vehicles.
Why a candidate is rejected
Section titled “Why a candidate is rejected”The engine tests each candidate against these rows in order and rejects it at the first row that matches. A rejected candidate is not scored.
| Rejected when | Detail |
|---|---|
| The candidate is in limbo, or already at zero strength | |
| It is cloaked, its cell is not sensed by this house, and it belongs to another house | |
| It has not yet entered the playable area | Reinforcements still crossing in from off the map are not targeted |
Its current mission sets NoThreat=yes | |
| It is more than 20 leptons below ground level | A cell is 256 leptons across |
| It is in a different movement zone | A ring scan tests the cell and a whole-map scan tests the candidate. Neither test runs for a range scan, or when the scanning object is a building or an aircraft |
| It is an ally | Unless this object heals or is an engineer and the ally is damaged. A healer also rejects an allied aircraft that is airborne or standing in a building’s cell, and an ally of a kind it does not mend. A berzerk infantry skips this row and attacks whatever is near it. Infantry goes berzerk through the Go Berzerk trigger action or team mission, or from damage when its type is Cyborg=yes under BerzerkAllowed=yes |
Harvester immunity is on and its type is listed in HarvesterUnit | Immunity comes from the multiplayer harvester truce or from a scenario’s HarvesterImmune setting |
| It is beyond the scan radius | Or, when the scan uses weapon range, out of range of the weapon chosen against it |
| Campaigns only, when the scanning house is the player’s: the candidate is not the player’s, the player has never discovered it, and it is not an aircraft | A computer house’s campaign scan skips this row |
It is a building whose type sets InvisibleInGame=yes | |
| Its kind is not among the wanted kinds | A landed aircraft counts as a vehicle. So does a building that can undeploy into a vehicle, unless it is a construction yard |
Skirmish and multiplayer only: its house’s country sets MultiplayPassive=yes | Unless the match lets objects attack neutral houses |
Its type sets LegalTarget=no | |
It is an IsTrain=yes type and this object is a vehicle thief | |
It is a Disguised=yes infantry | Unless this object’s type sets DetectDisguise=yes, or AIDetectDisguise=yes is set and the scanning house is computer-controlled |
This object’s primary projectile is AG=no and the candidate is at ground level | This rejects every ground object, not only landed aircraft. It reads the primary slot even when the secondary would be fired |
| The scan asked for civilians | |
The scan is limited to capturable buildings and this is not a Capturable=yes building | |
| A human-owned object outside a team is looking at a building that cannot shoot back | That is a building with no weapon in its first slot, or one whose weapon has no range. Engineers are exempt, and so is a building that can undeploy into a vehicle |
This object is an engineer and the candidate is not a building, or is an ally above ConditionRed, or is an ally that costs nothing | |
The scan is limited to Tiberium processors and the candidate’s Storage is zero | |
| Both stand in bridge cells, and only one of the two is up on the bridge | |
This object has a web warhead and the candidate is an infantry still webbed for more than a quarter of the warhead’s WebDuration | The secondary slot’s warhead is used when it is Webby=yes, otherwise the primary slot’s |
The threat score
Section titled “The threat score”Each candidate that passes gets a threat score from five coefficients. All five come from the type of the object doing the choosing, never from the candidate’s type. Changing one changes what that type prefers, not how other types treat it.
| Setting | Multiplies | Sign |
|---|---|---|
TargetEffectivenessCoefficient | The Verses percentage of the candidate’s chosen warhead against this object’s armor | Positive prefers candidates that can hurt this object |
TargetSpecialThreatCoefficient | The candidate type’s SpecialThreatValue | Positive prefers a high SpecialThreatValue |
MyEffectivenessCoefficient | The Verses percentage of this object’s chosen warhead against the candidate’s armor | Positive prefers candidates this object can hurt |
TargetStrengthCoefficient | The candidate’s current strength as a fraction of its maximum, from 0 to 1 | Positive prefers healthy candidates, negative prefers wounded ones |
TargetDistanceCoefficient | How far beyond weapon range the candidate lies, and zero inside it | Negative penalizes distance; positive rewards distant candidates |
Both effectiveness terms use Verses as a fraction against the relevant armor class: none, wood, light, heavy or concrete.
threat = ± TargetEffectivenessCoefficient × Verses of the candidate's warhead vs. my armor + TargetSpecialThreatCoefficient × the candidate's SpecialThreatValue + EnemyHouseThreatBonus (candidate belongs to the declared enemy) + MyEffectivenessCoefficient × Verses of my warhead vs. the candidate's armor + TargetStrengthCoefficient × the candidate's health fraction + TargetDistanceCoefficient × max(0, distance − weapon range) + 100000Every score includes a fixed 100000. EnemyHouseThreatBonus is a flat addition for a candidate that belongs to the house this house has declared as its enemy. The finished score is rounded down to a whole number.
Where the coefficients come from
Section titled “Where the coefficients come from”When a type does not set a coefficient, the matching [General] setting supplies it: MyEffectivenessCoefficientDefault, TargetEffectivenessCoefficientDefault, TargetSpecialThreatCoefficientDefault, TargetStrengthCoefficientDefault and TargetDistanceCoefficientDefault. SpecialThreatValue has no such default.
[General]TargetEffectivenessCoefficientDefault=1TargetDistanceCoefficientDefault=-1
[MYTANK] ; example UnitTypeMyEffectivenessCoefficient=2TargetStrengthCoefficient=-0.5MYTANK gives double weight to how much it can hurt a candidate, prefers wounded candidates, and takes the two [General] defaults for the coefficients it does not set. These are example values, not recommendations.
Adjustments after scoring
Section titled “Adjustments after scoring”These adjustments apply after the score is calculated, in this order:
- If this house has been ordered to hunt with everything and has a declared enemy, any candidate outside that enemy scores exactly
1. - A scan for power plants adds
Power × 1000for a building with a positivePower, and sets any other building’s score to zero. - A scan for factories sets the score of a building that produces nothing to zero.
- A scan for base defenses sets the score of any candidate with no primary weapon to zero.
- If this object’s primary weapon sets
Supress=yes, the score is halved once for each cell near the candidate that holds a building of this house or an ally. The cells checked are the square rings around the candidate’s cell, out to one cell less than theFireSupressdistance in[CombatDamage]. A building that covers several of those cells halves the score several times. AtFireSupress=1there is no ring to check, so the halving never happens untilFireSupressis raised. - A score of exactly zero rejects the candidate. Any other score below
1is raised to1.
Which weapon the score assumes
Section titled “Which weapon the score assumes”The effectiveness terms and every range test in the rejection table use the weapon each side would choose against the other. Unless a web weapon is involved, the choice compares the two weapon slots:
- Each slot scores its warhead’s
Versespercentage against the target’s armor, multiplied by1000. - The score doubles when the target is within that slot’s range.
- The score is zero when the slot cannot fire at the target at that moment: the target is illegal for it, it is reloading, or something else stops it firing, such as an unpowered building.
- The higher score wins, and a tie goes to the primary slot.
A web weapon replaces those scores. When either slot has a Webby=yes warhead and can fire at the target at that moment, the web slot is chosen against infantry that can be webbed and against most map cells. Infantry can be webbed unless it is IsWebImmune=yes or immobilized. The other slot is chosen against everything else.
A target that is not an object, such as a cell, counts as armor class none.
The primary slot does not always hold Primary. An elite object uses its Elite weapon in that slot, and a building’s plugged-in upgrades can replace the weapon in either case; the elite weapon covers both. On this page, “primary weapon” means whatever weapon that slot holds.
Picking the winner
Section titled “Picking the winner”When aircraft are wanted, a ring scan first makes two passes over flying objects, and these passes do keep the highest score. The first pass takes aircraft and JumpJet=yes infantry; the second takes any other infantry that is off the ground. Neither looks at vehicles, so a vehicle with a jumpjet locomotor is found by neither. A ground candidate then replaces the flying one only if it scores higher than the best flying score.
A ring scan can stop early. Once it has found an object, it stops at the end of the ring a quarter of the way out, or at the end of the ring halfway out. An object found beyond the halfway ring does not stop the scan, and later candidates keep replacing it.
Until a ring scan finds an object, it also looks for a wall to attack in each cell. Only computer-owned objects attack walls this way. A cell counts as a wall target only when none of these is true:
- the difficulty sets
DestroyWalls=no; - the cell has no overlay, or its overlay type is not
Wall=yes; - the wall is out of range of the weapon chosen against it;
- this object has no primary weapon, or its primary weapon names no warhead;
- the primary weapon’s projectile sets
AG=no; - the primary weapon’s warhead is not
Wall=yes; - the wall has no owner, or belongs to this house or an ally.
Only the third test uses the weapon chosen against the wall. The three after it read the primary slot, even when the secondary would fire, so a secondary weapon built to break walls never makes a wall a target. A nearer wall scores higher. The scan returns the best wall at the end of the ring where it found one, even if an object turns up later in that ring.
The whole-map scan is the only scan that ranks ground candidates. It checks aircraft and then every ground object, and keeps the highest score. When two candidates tie, the one reached first wins.
Retaliation
Section titled “Retaliation”Damage is answered without a scan. The engine tests the rows below in order, and the first row the object matches decides whether it retaliates.
| Condition | Retaliates |
|---|---|
| Human-owned and already has a target | No |
The warhead is Veinhole=yes | Yes, unless the object is human-owned and has a movement destination |
| No attacker is known | No |
The current mission sets Retaliate=no | No |
| The attacker is an ally | No |
| The object’s weapons average zero damage or less, or it has no primary weapon | No |
The chosen weapon’s Verses against the attacker’s armor is 0% | No |
The attacker is an aircraft and the chosen weapon’s projectile is AA=no | No |
Human-owned C4=yes infantry, or any human-owned object holding the C4 ability, damaged by a building | No |
Human-owned vehicle whose DeploysInto type is Artillary=yes | No |
Human-owned object other than a building, with PlayerReturnFire=no in [CombatDamage], outside Guard, Area Guard and Patrol | No |
Member of a Suicide=yes team | No |
| Computer-owned, and its current target scores higher than the attacker | No |
| Otherwise | Yes |
The computer-owned comparison uses the unrounded threat score, so a fraction can decide it.
An object that retaliates switches to attacking the attacker, whatever its mission. It does so at once when the attacker is in range. Out of range, a computer-owned object still retaliates, but a human-owned one does so only when the attacker is within Sight plus half a cell.
A damaged building
Section titled “A damaged building”A damaged building can also take its attacker as a target directly, without the table above. All of these must hold:
- the building is not being deconstructed;
- the attacker is not an ally;
- the building has a primary weapon whose projectile is not
AA=yes; - the building has no target, or its target is out of range.
The building then targets the attacker, unless the attacker is an aircraft, or the building is human-owned and PlayerReturnFire=no is set. In those two cases it turns to a random facing instead.
Scattering after damage
Section titled “Scattering after damage”Only objects that can move scatter.
An object allowed to retaliate still scatters if it ends up with neither a target nor a destination. Any of these is enough:
PlayerScatter=yesin[CombatDamage];- the object holds the
SCATTERability.
Retaliating sets a target at once, so this happens only when an allowed retaliation produced no attack. There are two such cases: a Veinhole=yes warhead with no veinhole monster to turn on, and a human-owned object whose attacker is beyond both weapon range and Sight plus half a cell.
An object refused retaliation scatters when all of these hold:
- its current mission sets
Scatter=yes; - it is not tethered;
- it is not moving;
- it has neither a target nor a destination;
- it is not an aircraft;
- any of: the object is computer-owned;
PlayerScatter=yesis set; it holds theSCATTERability.
Threat ratings that are not target selection
Section titled “Threat ratings that are not target selection”Two settings named for threat play no part in choosing a target.
ThreatPosed measures how dangerous an object is, not how attractive it is as a target. It sets the object’s value when a team weighs its members, and feeds the per-region threat map each house keeps. It also sizes a computer house’s base defense response, which multiplies the attacker’s value by ComputerBaseDefenseResponse in [AI].
ThreatAvoidanceCoefficient is used only for pathfinding, where it scales how much of the threat map a route may cross. A team’s AvoidThreats=yes raises it to 1 for its members.
Campaign and skirmish differences
Section titled “Campaign and skirmish differences”- The undiscovered-target rejection applies only in campaigns.
- The
MultiplayPassiverejection applies only outside campaigns. A launch file can lift it, and a neutral house is then scanned like any other. A player’s units outside a team still ignore buildings that cannot shoot back, so they attack the armed part of a neutral base and leave the rest. - An aircraft on Hunt first scans for Tiberium processors only outside campaigns.
- Harvester immunity comes from the multiplayer lobby’s harvester truce outside campaigns, and from a scenario’s
HarvesterImmunesetting in campaigns. - Outside campaigns,
MPLAYER.INIcan rewrite a warhead’sVerses, which changes every effectiveness term that uses that warhead.
Settings without effect
Section titled “Settings without effect”Five house-wide coefficients are read and stored but never used, because every house uses the per-type coefficients instead: DumbMyEffectivenessCoefficient, DumbTargetEffectivenessCoefficient, DumbTargetSpecialThreatCoefficient, DumbTargetStrengthCoefficient and DumbTargetDistanceCoefficient.
Two target kinds have no effect either. Nothing ever scans for civilians, and a scan that did would reject every candidate. AG=yes also adds a boats kind, but no object counts as a boat, so it neither widens nor narrows a scan.
Related settings
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| Key | Description | Value | When omitted |
|---|---|---|---|
AABulletType | Allows the projectile to be fired at targets that are in the air. | boolean | no |
AGBulletType | Allows the projectile to be fired at targets that are on the ground. | boolean | yes |
AVBulletType | Narrows the target categories the weapon contributes to a scan down to vehicles alone. | boolean | no |
ComputerBaseDefenseResponseglobal rules | Multiplies an attacker's ThreatPosed to size the defenders a computer house calls up. | integer | 3 |
EliteAircraftType, BuildingType, InfantryType, UnitType | The WeaponType an elite object fires in place of its primary. | class | none |
EnemyHouseThreatBonusglobal rules | Added to a candidate's threat score when the candidate belongs to the house's declared enemy. | floating point | 0 |
FireSupressglobal rules | How far around a candidate target allied buildings are searched for when the firing weapon suppresses friendly fire. | distance (cells) | 1 |
GuardAreaglobal rules | The IQ level at which a computer house leaves idle objects in Area Guard instead of Guard. | integer | 4 |
GuardRangeAircraftType, BuildingType, InfantryType, UnitType | The distance in cells an object scans for targets while guarding, overriding its weapon range. | distance (cells) | 0 |
HasStupidGuardModeBuildingType | Makes an unarmed building do nothing while on its Guard mission, skipping its idle handling. | boolean | yes |
IsThreatRatingNodeNo effectBuildingType | Marks a building upgrade meant to put its house on the per-type threat coefficients, which every house already uses. | boolean | no |
IsWebImmuneInfantryType | Keeps a webbing warhead from pinning the soldier in place. | boolean | no |
LegalTargetNo effect in some scopes12 applicable types | Whether the type may be picked as a target by an automatic scan or by a player pointing at it. | boolean | Varies by type |
MechanicAircraftType, BuildingType, InfantryType, UnitType | Turns a healing weapon away from infantry and onto vehicles. | boolean | no |
MyEffectivenessCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how much damage this object's warhead does to that candidate's armor. | floating point | Computed |
MyEffectivenessCoefficientDefaultglobal rules | The MyEffectivenessCoefficient every object type falls back on. | floating point | 0 |
NoAutoFireAircraftType, BuildingType, InfantryType, UnitType | Stops a human-owned object of this type from picking targets on its own. | boolean | no |
NoThreatmission behavior | Keeps an object that is in this mission from being picked as a target by an automatic scan. | boolean | no |
OmniHealerAircraftType, BuildingType, InfantryType, UnitType | Lets a healing weapon mend infantry and vehicles alike. | boolean | no |
PlayerReturnFireglobal rules | Lets human-owned objects fire back automatically outside the guard missions. | boolean | no |
PrimaryAircraftType, BuildingType, InfantryType, UnitType | The WeaponType in the object type's first weapon slot. | class | none |
Retaliatemission behavior | Whether an object in this mission fires back at whatever damages it. | boolean | yes |
SecondaryAircraftType, BuildingType, InfantryType, UnitType | The WeaponType in the object type's second weapon slot. | class | none |
SpecialThreatValueAircraftType, BuildingType, InfantryType, UnitType | A per-type figure that TargetSpecialThreatCoefficient scales into a candidate's threat score. | floating point | 0 |
SupressWeaponType | Discounts a candidate target that stands near buildings allied to the firing object. | boolean | no |
TargetDistanceCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how far beyond weapon range it lies, and not at all inside it. | floating point | Computed |
TargetDistanceCoefficientDefaultglobal rules | The TargetDistanceCoefficient that vehicle, infantry, aircraft and structure types fall back on. | floating point | 0 |
TargetEffectivenessCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how much damage that candidate's warhead does to this object's armor. | floating point | Computed |
TargetEffectivenessCoefficientDefaultglobal rules | The TargetEffectivenessCoefficient that vehicle, infantry, aircraft and structure types fall back on. | floating point | 0 |
TargetSpecialThreatCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by the SpecialThreatValue of that candidate's type. | floating point | Computed |
TargetSpecialThreatCoefficientDefaultglobal rules | The TargetSpecialThreatCoefficient that vehicle, infantry, aircraft and structure types fall back on. | floating point | 0 |
TargetStrengthCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how much of its maximum strength it still has. | floating point | Computed |
TargetStrengthCoefficientDefaultglobal rules | The TargetStrengthCoefficient that vehicle, infantry, aircraft and structure types fall back on. | floating point | 0 |
ThreatPosedAircraftType, BuildingType, InfantryType, UnitType | How much danger the type represents, used by the region threat map and base-defense call-ups. | integer | 0 |
VersesWarheadType | The percentage of a weapon's damage the warhead delivers against each armor class, in armor order. | string | 100%,100%,100%,100%,100% |
WebDurationWarheadType | The number of frames a webbed infantryman stays pinned. | integer | 300 |
WebbyWarheadType | The warhead entangles the infantry it catches instead of damaging them. | boolean | no |
No keys match the current filters.
History
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