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Spawns

The type spawned where thrown debris lands, and on a particle system a flag no gameplay path reads.

Animation impact spawn

Specification — Animation impact spawn
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

The animation type a thrown animation breaks into where it comes down. The children are all created at once, at the point of impact, with no creation delay. SpawnCount fixes how many appear, and nothing appears without it.

Every thrown animation reaches the branch, whether it is a meteor or an ordinary Bouncer=yes one. An animation that is neither never reaches it, and neither does one that ends low over water.

A value naming no registered animation is not refused: a type of that name is created on the spot, holding no artwork and every setting at its built-in value, and the impact spawns copies of it.

Particle system spawn flag

Specification — Particle system spawn flag
Applies to
ParticleSystemType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
Used by the game
No — loaded but not used

The name promises a switch for whether a system emits particles under its own power. What a system emits, and on what schedule, is settled by BehavesLike alone: a smoke or fire system emits with the flag either way, and a gas or web system lays nothing of its own with the flag either way.

No gameplay path reads the stored flag.

Voxel meteor spawn type

Specification — Voxel meteor spawn type
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

The voxel animation type a meteor’s impact breaks into. The children are all created at once, at the point of impact, and with no owning house — so a child carrying IsTiberium=yes is drawn in Tiberium colors where a piece thrown off a destroyed vehicle would not be. SpawnCount fixes how many appear.

The branch belongs to IsMeteor=yes alone, and is skipped where the meteor comes down low over water.

A value naming no registered voxel animation is not refused: a type of that name is created on the spot, holding no artwork and every setting at its built-in value, and the impact spawns pieces of it.