ExplosiveVoxelDebris
Parsed VoxelAnimType list that the engine never uses.
This setting has no runtime effect
The engine accepts and loads it, but no gameplay code uses the stored value.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[General]- Value
- typelist
- When omitted
(empty)- Used by the game
- No — loaded but not used
The name marks it as the flying wreckage a destroyed vehicle throws off. Nothing reads the stored list, and neither does anything read the two single-type settings ScrapVoxelDebris and TireVoxelDebris beside it.
Destruction debris is chosen per type instead. A type declaring MaxDebris above zero throws pieces from its own DebrisTypes list, taking up to the matching DebrisMaximums figure from each entry in turn until the MaxDebris budget runs out. A type with a budget and no list of its own throws up to that many MetallicDebris animations instead.