IgnoresFirestorm
Whether a raised firestorm wall passes the type over instead of destroying or consuming it.
Object types
- Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
IgnoresFirestorm=yes lets objects of this type pass a raised firestorm wall unharmed. The wall tests only vehicles, infantry, aircraft and projectiles, so the flag has no effect on any other type. The wall skips flagged objects in four checks:
- when it destroys the vehicles, aircraft and infantry standing in a raised section’s cell;
- when it destroys vehicles and infantry moving into that cell from nearby;
- when an object on the flying locomotor moves over a raised section’s cell;
- when a projectile enters a raised section’s cell.
What a raised section destroys describes what the wall does to everything it does not skip.
An Inviso=yes projectile is checked along its line of fire instead of cell by cell. That check ignores the flag and destroys the projectile at the first raised section on the line.
The flag does not open the wall to ground movement. A raised section’s cell stays closed to vehicles, so an exempt vehicle still cannot drive through it.
Animation types
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no- Used by the game
- No — loaded but not used
A firestorm wall tests only vehicles, infantry, aircraft and projectiles, never an animation, so this value has no effect.