Immune
Exempts the type from every damage path that is not applied as forced.
Damage immunity
- Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
- Context-dependentMost object types start at no. An AnimType, BulletType, SmudgeType or VoxelAnimType section starts at yes.
Damage processing leaves a runtime instance of an immune type at its current strength and reports no result, so the shot lands and nothing happens. Only damage marked forced gets through, which is how paths that must not be resisted — Tiberium poisoning an infantryman, a demolition charge counting down on a structure — still kill an immune object.
A TerrainType is reachable only by a warhead marked Wood=yes to begin with, so an immune one has no damage path left at all and a vehicle treats it as impassable rather than repeatedly trying to clear it.
The low-power damage tick is not forced, so Immune=yes is one way to keep a structure that draws power from decaying while its house is short.
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
Nothing ever offers an animation to the damage step, so the flag is never tested for one; Strength sets out every path that would have to reach it and why none does. Nothing removes an animation by damaging it either: one goes when its stages run out, or when whatever it was attached to goes.