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BounceAnim

The animation played where thrown debris strikes.

Animation bounce effect

Specification — Animation bounce effect
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

An animation of the named type is created at the thrown animation’s position on the frame the bounce physics report a strike — against the ground, against a bridge deck, or against a building or wall standing in the way. A contact that leaves too little motion to keep tracking is reported as settling rather than as a strike, and plays nothing; Elasticity is what decides which of the two a landing is, and the value every shipped bouncing animation carries makes an ordinary landing settling.

The strike is also the end of the flight. The animation is removed on the same frame, so this effect plays at most once and alongside ExpireAnim, at the same place.

Nothing on this path tests what is underneath. An animation striking water plays this animation and its sound where it comes down, even though the expiry that follows on the same frame substitutes a wake and a splash and skips the impact animation entirely.

A value naming no registered animation is not refused: a type of that name is created on the spot, holding no artwork and every setting at its built-in value.

Voxel debris bounce effect

Specification — Voxel debris bounce effect
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

An animation of the named type is created at the debris’ position on every frame the bounce physics report a strike — against the ground, against a bridge deck, or against a building or wall standing in the way. A strike inside a water cell is not one of them: the piece there has its lifetime cleared instead and plays nothing.

The landing that ends the flight does not count either. A contact that leaves the piece with too little motion to keep tracking is reported as settling rather than as a strike, so it takes the expiry path directly. A piece carrying Elasticity=0 keeps no speed across a contact, so its arrival on the ground settles it and this animation goes unplayed.