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-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 aWood=yeswarhead normally plans to shoot a TerrainType out of its path, but treats an immune one as impassable. - A
BridgeRepairHut=yesstructure 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
- 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.