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Insignificant

Whether the object is kept out of its house's inventory tallies and its response to being attacked.

Bookkeeping exemption

Specification — Bookkeeping exemption
Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
Context-dependentAn AircraftType, BuildingType, InfantryType, ParticleType, ParticleSystemType or UnitType section starts at no. A BulletType, OverlayType, SmudgeType, TerrainType or VoxelAnimType section starts at yes.

Four behaviors read the value, and all of them belong to objects a house owns, so only an AircraftType, a BuildingType, an InfantryType or a UnitType is affected by it:

  • The object is skipped when a house adds it to or removes it from its inventory, so it never enters the running count of that type that BuildLimit measures against. An Insignificant=yes structure therefore changes hands without moving between the two houses’ tallies at all. The separate active-structure count that prerequisites read is not gated this way and does move.
  • A structure’s destruction is left out of both houses’ building loss and kill records and out of the multiplayer statistics. The equivalent records for a vehicle, an aircraft or an infantry are not gated this way.
  • A damaged structure raises no base-under-attack announcement, no radar event and no attacked trigger for its owner.
  • A computer house sends no defensive detachment when the object is attacked.

Barrels, land mines and the other scenery-like structures are the intended holders. The setting reaches nothing else: it gates no cursor, no mission, no targeting filter and no capture test.

Animation bookkeeping

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

Every path that reads the value belongs to an object a house owns and tracks, and an animation is neither. The value is stored for an AnimType and never read back.

An object marked this way is passed over in three places, all of them to do with how its house accounts for it.

  • The house’s own inventory. It is neither added nor removed as it appears and dies, so it never reaches the running counts a house keeps of what it owns.
  • The building loss and kill records. A structure marked this way is not counted against its owner as a building lost, is not credited to whoever destroyed it, and does not redraw the multiplayer score display.
  • The response to being attacked. Damaging it raises neither the owner’s base-attack response nor the warning the player hears, so a barrel or a mine can be shot at without the house treating it as an attack on its base. For the warning, a structure that counts as a vehicle is passed over on that ground instead.
rules.ini
[MYBARREL] ; an example BuildingType
Insignificant=yes

Where the setting starts depends on what is reading it. An object a house can own begins at no, while the types that are never owned — animations, projectiles, tiles, overlays, smudges, terrain and voxel animations — begin at yes. Those types read the same key through the same shared step, so an assignment on one of them is honored; it simply has nothing to change unless it turns the setting off.

See alsocapture