Killing Drivers

Requested as a “Jarmen Kell” functionality, this feature allows specific warheads to kill the driver of a vehicle instead of damaging it, and allows others to take over the now-neutral vehicle.

New in version 0.2.

Changed in version 2.0.

Warhead Settings

This logic supports CellSpread and respects all immunities as any other conventional warhead like ImmuneToPoison as well as their veteran abilities, AffectsAllies, and AffectsEnemies.

Whether this effect is applied when no conventional damage is dealt can be customized. See Warhead Effects.

[Warhead]►KillDriver= (boolean)
Specifies whether this warhead kills the driver of the vehicle, instead of damaging the vehicle itself. The first passenger matching the vehicle’s Operator is considered the driver. All other passengers will be ejected. Defaults to no.
[Warhead]►KillDriver.Owner= (enumeration - civilian,special,neutral)
Specifies the house the units are assigned to. Defaults to special.
[Warhead]►KillDriver.KillBelowPercent= (float)
Specifies the percentage of health a unit cannot exceed to have its driver killed by a KillDriver=yes warhead. A unit above this health level is only damaged and the driver is not killed. Defaults to 100%.
[Warhead]►KillDriver.Chance= (float - percentage)
Specifies the chance that a unit hit by a KillDriver=yes warhead will have its driver killed. Defaults to 100%.
[Warhead]►KillDriver.RemoveVeterancy= (boolean)
Whether a unit will revert to rookie rank when the driver is killed and the unit changes owner. Not applied if the owner does not change. Defaults to no.

Protected Drivers

The following settings can make a unit immune to the Kill Driver logic:

[TechnoType]►ProtectedDriver= (boolean)
Whether the driver of this vehicle cannot be killed, i.e. whether this vehicle is immune to KillDriver. Organic=yes and Natural=yes units are always immune to KillDriver. Defaults to no.
[TechnoType]►ProtectedDriver.MinHealth= (double - percentage)
The minimum health below which the driver of this unit can be killed. If the unit’s health is above this, the driver cannot be killed. If KillDriver.KillBelowPercent is also defined on the warhead, the minimum of the two values is used, that is, this tag can make a unit more resistant against driver killing weapons. Defaults to 0.0 if ProtectedDriver=yes, to 1.0 otherwise.

Driver protection can also be granted by specifying PROTECTED_DRIVER under VeteranAbilities or EliteAbilities. If specified, the unit’s driver becomes protected unconditionally against KillDriver (which means that ProtectedDriver.MinHealth is no longer checked), but not against damage or other special warhead effects.

Reclaim Vehicles

Drivers are infantry units that can capture neutral vehicles, like ones that had their driver killed.

[TechnoType]►CanDrive= (boolean)
Whether this InfantryType can act as the driver of vehicles whose driver has been killed, effectively reclaiming the vehicle. If the vehicle requires an Operator the infantry driver turns the unit and enters as passenger that can be ejected later, otherwise the driver is swallowed, becoming the permanent driver of the vehicle. Defaults to no.
[TechnoType]►CanBeDriven= (boolean)
Whether this unit can be reclaimed by a driver. If no, this unit cannot be captured by a driver after the original driver has been killed. If yes, ownership and other still might still prevent the unit from being captured. Defaults to yes.
[Country]►CanBeDriven= (boolean)
Whether units owned by this country can be captured by CanDrive=yes infantry. This can be used to place units owned by neutral countries on the map without them being capturable. Defaults to MultiplayPassive.


Vehicle Thieves cannot drive neutralized vehicles by default, but VehicleThief=yes can be combined with CanDrive=yes without problems.

See Hijackers for more options that relate to CanDrive.