DamageRadius
How near an object must be to a bounce, in leptons, for the debris to damage it.
Animation strike reach
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
A whole number of leptons, 256 to a cell. On the frame a thrown animation strikes something, each object occupying the cell it struck is measured against this reach, and one that falls inside it takes Damage through the animation’s Warhead.
The distance compared is the sum of the two horizontal separations rather than the straight line between them, so the reach is a diamond and not a circle, and 0 reaches only an object centered exactly on the point of impact. Height is not part of the comparison at all. Only occupants of the one cell struck are examined, so a reach wider than a cell still cannot touch anything standing next door. The armor and distance reduction is worked out on a copy of the damage figure, so the type’s stored Damage is left as the rules set it and every later animation of the type starts from the same number.
Reaching this path at all takes a contact the physics report as a strike rather than as settling, which Elasticity decides and which an ordinary landing by a shipped bouncing animation does not produce.
The blast at the end of the animation’s life is a separate matter: it reaches every object in the impact cell and the eight around it, with the warhead’s own Spread deciding how the damage falls off across them, and it does not consult this setting at all.
Voxel debris bounce reach
- Applies to
- VoxelAnimType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
A whole number of leptons, 256 to a cell. On every frame the debris strikes the ground outside water, each object occupying the cell it struck is measured against this reach, and one that falls inside it takes Damage through the piece’s Warhead.
The distance compared is the sum of the two horizontal separations rather than the straight line between them, so the reach is a diamond and not a circle, and 0 reaches only an object centered exactly on the point of impact. Height is not part of the comparison at all. Only occupants of the one cell struck are examined, so a reach wider than a cell still cannot touch anything standing next door.
The blast at the end of the piece’s life is a separate matter: it reaches every object in the impact cell and the eight around it, with the warhead’s own Spread deciding how the damage falls off across them, and it does not consult this setting at all.