Knowledgebase Article 56


Specifying which terrain can be accessed by units, objects and buildings

A field has a number of terrain properties. See the source for a list of all properties. The terrain properties of a field are the properties of the terraintype and all objects on that field.

A unit / building / object has 4 variables for specifying when the field is accessible and when not:

terrain_any
to access the field, at least one of the properties listed here must exist here. If not a single property is listed here, absolutely no field will be accessible.

terrain_all
All properties listed here must be found at the field. If no property is listed here, it doesn't matter.

terrain_not
If at least one of the properties listed here is present on the field, that field can NOT be accessed.

terrain_kill
If a unit can not access a field, but it nevertheless is standing there, and one of the properties listed here is present on the field, the unit is killed.

An example: A tank is killed by deep water. But if there is a bridge over the water, there is the road property and the deep_water property on the field. Because the tank has road among the terrain_any, it can savely move across the field.

If the same tank is standing on a frozen lake and the ice is sudenly melting, there's only the deep_water property left. Now the field is not accessible any more, so the terrain_kill variable comes into action and finds the deep_water property. The tank is killed.

Last change: Wed, 2003-04-02 12:45


search knowledgebase
browse knowledgebase