Skip to content

Immune

Exempts the type from every damage path that is not applied as forced.

Damage immunity

Specification — Damage immunity
Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
Context-dependentA BulletType, SmudgeType or VoxelAnimType section starts at yes. Every other type starts at no.

An object of an immune type ignores damage unless the damage is forced. A shot still lands on it, but the object keeps its current strength. A healing weapon cannot restore its strength either.

Forced damage includes, for example, Tiberium poisoning an infantryman and a demolition charge destroying a structure when its countdown ends.

Two kinds of object ignore forced damage too when their type is immune:

  • A TerrainType can be damaged only by a warhead marked Wood=yes, and an immune one takes no damage at all. A vehicle armed with a Wood=yes warhead normally plans to shoot a TerrainType out of its path, but treats an immune one as impassable.
  • A BridgeRepairHut=yes structure takes no damage at all.

The low-power damage tick is not forced, so Immune=yes keeps a structure that draws power from being worn down while its house is short of power.

Animation immunity

Specification — Animation immunity
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
yes
Used by the game
No — loaded but not used

An animation never takes damage, so this value is never tested. Strength lists the damage paths and why none reaches an animation.

See also — Armor, Strength