Elasticity
The fraction of its speed a bouncing object keeps when it rebounds off a surface.
Animation bounciness
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
0.8
The share of its speed a thrown animation keeps when it hits a surface: 1.0 keeps all of it and 0.0 keeps none. The value changes only the speed. The direction it rebounds in comes from the slope of the cell it hit.
A Bouncer=yes or IsMeteor=yes animation is removed at its first contact, so the rebound speed never carries it anywhere. This setting decides whether that contact counts as a strike or as settling.
Whether the contact settles depends on the speed left after it and on the animation’s height above the ground, or above a bridge deck it is over. Each lepton of height counts as 1.4 of upward speed and is added to the vertical speed. That vertical figure and the horizontal speed combine like the sides of a right triangle. A result below 2.5 means the animation has settled. The test runs on every frame of the flight, so a slow animation close to the ground can settle just before it touches down.
Only a strike plays BounceAnim and BounceSound and deals the DamageRadius damage. The impact effects run whether the animation strikes or settles, unless it ends low over water as ExpireAnim defines it. They are the ExpireAnim animation and its blast, the ExpireSound, the spawns, and any Tiberium. Tiberium is not spread at bridge-deck height or above.
Projectile rebound damping
- Applies to
- BulletType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
.75
The fraction of its speed a projectile keeps when it rebounds from the surface it lands on. 0.5 keeps half, 0 leaves the projectile motionless where it landed, and a figure above 1 adds speed on every rebound. A projectile left motionless settles and detonates where it lies.
The rebound follows the slope of the cell the projectile lands in, so a projectile that lands on a ramp is deflected downhill.
Only a Bouncy=yes projectile rebounds and shows the effect. Every other projectile detonates on its first landing. The Bouncy page lists what else ends a bouncing projectile’s flight.
Voxel debris bounciness
- Applies to
- VoxelAnimType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
0.8
The fraction of its speed a piece keeps each time it strikes something. The piece rebounds off the slope of the cell it struck, and this setting scales its whole velocity. It changes how fast the piece leaves the contact, not the direction it leaves in.
A value above 1 returns more speed than the piece arrived with, so the piece bounces higher after each contact until Duration runs out.
A piece stops bouncing when its remaining motion falls below 2.5. Remaining motion combines the piece’s speed with its height: each lepton of height above the ground, or above a bridge deck the piece is over, counts as 1.4 leptons per frame of upward speed. When the figure falls below the threshold, the piece settles. Its lifetime ends and the impact follows on the next frame. A contact that settles the piece does not count as a strike.