IsTiberium
Can seed Tiberium where the debris comes down.
Animation Tiberium seeding
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
Tiberium is planted around the place a thrown animation ends its life on solid ground. The type planted comes from TiberiumSpawnType and the cells that take it from TiberiumSpreadRadius, and each cell that germinates is set to one of the first three growth stages at random. An animation that ends in water plants nothing, and neither does one that ends more than about a cell and a half above the ground, a bridge deck included.
Only an animation the physics are carrying reaches this at all — one declaring Bouncer=yes or IsMeteor=yes. The flag on any other animation is stored and never acted on.
A cell germinates under All of:
- it is inside the playable area;
- it is neither under a bridge nor remembered as having been;
- no living, visible building stands on it;
- no Tiberium-spawning terrain object stands on it;
- its ground can be built on;
- it holds no overlay of any kind;
- it is not on a steep ramp;
- its tile allows Tiberium.
Anything the growth would have covered but cannot use is simply skipped.
The planting is the whole of the effect. Nothing about how the animation itself is drawn changes.
Voxel Tiberium debris
- Applies to
- VoxelAnimType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
Two unrelated effects come from the one flag.
Tiberium is seeded where the piece comes down on solid ground: the ring of eight cells around a meteor’s impact, or the single cell beneath any other piece. Other sources of Tiberium covers which type is planted and at what growth stage. A piece that comes down in water, or onto a bridge deck, seeds nothing.
The piece is also drawn through the Tiberium color table instead of the plain voxel one, and takes its lighting from the cell beneath it rather than the full brightness an unowned piece otherwise gets. The recoloring reaches only a piece with no owning house, because a house color scheme is chosen ahead of it: debris thrown off a destroyed vehicle carries that vehicle’s house and keeps its colors, while debris a meteor spawns, an exploding barrel throws, or a trigger action places has no house and is recolored.