MinZVel
The low end of the vertical speed debris is thrown at, in leptons per frame, and the exact speed of a meteor.
Animation launch speed
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
3.5
The value is in leptons per game frame, and a cell is 256 leptons across. A Bouncer=yes animation is thrown upward at this speed plus a random whole number, so the setting is its slowest launch speed.
The number of possible launch speeds is the whole-number part of the gap between the setting and 4.5, a figure no animation type key changes:
| Setting | Launch speeds |
|---|---|
3.5 (the default) | exactly 3.5 every time |
0 | 0 to 3 |
20 | 20 to 34 |
40 | 40 to 74 |
Below 3.5, speeds run from the setting up to at most 3.5. Above 5.5, the range widens as the setting grows.
A meteor drops 1.4 leptons per frame more than this value, with no random part. The value decides where the meteor comes from and how far short of its target it lands, as IsMeteor describes.
Voxel debris launch speed
- Applies to
- VoxelAnimType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
3.5
The speed is in leptons per frame (256 leptons to a cell, 15 frames to the second). Ordinary debris is thrown upward at this speed plus a random whole number of leptons per frame, up to MaxZVel. This is therefore the slowest launch the type produces. When MaxZVel equals this setting or is less than one lepton per frame above it, every piece launches at exactly this speed.
Keep MaxZVel at or above this setting. A maximum just below it crashes the game, as MaxZVel describes.
A type whose section reads as below throws its debris upward at 3, 4, 5, 6, 7 or 8 leptons per frame.
[MYDEBRIS] ; a VoxelAnimType, declared under [VoxelAnims]MinZVel=3MaxZVel=8A meteor uses this setting as its vertical speed exactly, with no random addition and no reference to the maximum. The sign then decides the direction of approach, as IsMeteor describes.