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 multiplier applied to a thrown animation’s velocity when it reaches a surface. The velocity is rotated into the local space of the slope it struck, scaled by this figure, flipped vertically and rotated back out, so the setting decides how much speed survives the contact and nothing about the direction the animation leaves in.
It never leaves in one. A Bouncer=yes or IsMeteor=yes animation is removed on its first contact, so the rebound is computed and then thrown away with the animation, and there is no second leg for the surviving speed to carry it through. What the setting really decides is how that one contact is classified. The speed left afterward and the height the animation is still standing off the ground are combined into a single figure, and a result below 2.5 is reported as settling rather than as a strike.
That distinction is worth exactly three effects. BounceAnim, BounceSound and the DamageRadius damage all hang off a strike and are skipped where the animation settles instead. The impact effects — the expiry animation, the blast, the impact sound, the spawns and any Tiberium — run either way.
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 off the surface it landed on. The rebound is worked out in the frame of reference of the slope the projectile came down on rather than against flat ground, so a projectile that lands on a ramp is thrown off downhill.
Only a Bouncy=yes projectile ever survives long enough to show it. Everything else is forced to detonate on its first landing, with the rebound already computed and discarded.
0 leaves the projectile motionless on the surface, where the settle check ends it on the following frame. A figure above 1 adds speed on every rebound instead of shedding it.
Voxel debris bounciness
- Applies to
- VoxelAnimType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
0.8
The multiplier applied to the debris’ velocity every time it rebounds. The velocity is rotated into the local space of the slope it struck, scaled by this figure, flipped vertically and rotated back out, so the setting decides how much speed survives a contact and nothing about the direction the piece leaves in.
Bouncing ends as soon as the piece has too little motion left to keep tracking. Its speed and the height it is still standing off the ground are combined into a single figure, and a result below 2.5 is reported as settling instead of as a strike; settling clears the lifetime counter, so the impact follows on the next frame.
A figure above 1 hands back more speed than the piece arrived with, and the piece climbs higher after each contact until Duration runs out.