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IsTiberium

Can seed Tiberium where the debris comes down.

Animation Tiberium seeding

Specification — Animation Tiberium seeding
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

IsTiberium=yes plants Tiberium around the point where a thrown animation lands. TiberiumSpawnType names the Tiberium, and nothing is planted without it. TiberiumSpreadRadius selects which of the cells around the landing cell can take it. Each cell that takes Tiberium starts at one of the first three growth stages, chosen at random.

The flag works only on an animation thrown by Bouncer=yes or IsMeteor=yes. On any other animation it has no effect.

Nothing is planted when the animation lands in water, or when it ends four height levels (416 leptons) or more above the ground, which is where a bridge deck sits.

A cell takes Tiberium only when it meets All of:

  • it is inside the playable area;
  • it is not under a bridge and never was;
  • no living, visible building stands on it;
  • no Tiberium-spawning terrain object stands on it;
  • its land type is one that can be built on;
  • it holds no overlay of any kind;
  • it is flat or on one of the four simple slopes;
  • its terrain tile allows Tiberium.

Cells that fail any condition are skipped.

Voxel Tiberium debris

Specification — Voxel Tiberium debris
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The flag has two unrelated effects: the piece seeds Tiberium where its life ends, and an unowned piece is drawn in Tiberium colors.

A piece seeds Tiberium when its life ends on land below bridge-deck height. A meteor seeds the eight cells around its impact cell; any other piece seeds the cell beneath it. A cell that cannot take Tiberium is skipped. A piece that ends in water, or at bridge-deck height or above, seeds nothing. Other sources of Tiberium covers which type is planted and at what growth stage.

A piece with no owning house is drawn with the Tiberium color table and lit by the cell beneath it. Without this flag, an unowned piece uses the plain voxel colors at full brightness. A piece with an owning house always uses that house’s colors, so the flag does not change how it looks.

Debris thrown by a destroyed object’s DebrisTypes belongs to that object’s house. Pieces a meteor spawns, debris an exploding barrel throws, and pieces a trigger action creates have no house.