Manual Control

No Manual Target Selection

Like EMPulseCannon, this disallows players to manually select targets, but it neither prevents the object from picking its own targets automatically, nor to retaliate.

[TechnoType]►NoManualFire= (boolean)
Whether players may not select targets for this type of object manually. If enabled, units will have to rely on auto-targeting and retaliation rules. Defaults to no.

New in version 0.A.

No Manual Passenger Unload

This setting disallows players to manually eject the passengers. This is useful for vehicles that are no real transports, like Chrono Prisons.

By default, passengers might still be ejected when the vehicle is destroyed. To change this, set the Passenger Survivor Chance accordingly.

[VehicleType]►NoManualUnload= (boolean)
Whether this vehicle is disallowed to eject its passengers. If enabled, the owning player will not get deploy or no-deploy cursors. Defaults to no.

New in version 0.A.

No Manual Enter Transport

This cosmetic setting allows to hide the fact that a unit is a transport by removing the enter and no-enter cursors.

This does not prevent units from entering by other means, like scripts, though. Also, the AI will not respect this setting. Use the Specific Passengers feature to prevent this.

[TechnoType]►NoManualEnter= (boolean)
Whether units will not get an enter or no-enter cursor when on this object. If yes, the select cursor is used, as if this unit is not a transport. Defaults to no.

New in version 0.B.

No Guard Area on Self

Medics usually get a guard area cursor on themselves to players can set the to guard mode by clicking. This prevents infantry with negative damage weapons to have deploy ability. Ares adds a tag to turn this feature off.

[InfantryType]►NoSelfGuardArea= (boolean)
Whether infantry units with negative damage weapons get the guard area cursor on themselves. If no, the guard area cursor will not take precedence, allowing other cursors like the deploy cursor to be shown. Defaults to no.

New in version 0.B.