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
Four separate firestorm tests read this flag: the sweep of a raised section’s own cell, the sweep of the cells around it for anything walking toward it, the crossing test a flying object runs as it passes over a section, and the check a projectile makes on entering a section’s cell. An exempt type is skipped by all four — what a raised section destroys covers the payload it is being spared.
Exemption is per type, not per object, and it does not extend to anything else the wall does. A projectile type whose flight is invisible is tested on a different path that does not read this flag, so it is consumed regardless. An exempt vehicle still cannot path through a raised section’s cell, because the cell is impassable to movement whatever stands on 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
An AnimType’s art entry is read into the same flag as an object type’s, but no firestorm test ever examines an animation. The four tests that read the flag look at units, aircraft, infantry and projectiles only, so the value stored here is never consulted.