Spawns
The type spawned where thrown debris lands, and on a particle system a flag with no effect.
Animation impact spawn
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- class
- When omitted
none
Spawns names the animation type that a thrown animation breaks into when it lands. A thrown animation is one with Bouncer=yes or IsMeteor=yes; the setting does nothing on any other animation.
All the new animations appear at once, at the point of impact. SpawnCount sets how many, and with it at 0 none appear. A thrown animation that lands in water creates none, unless it lands on a bridge.
The named type does not need an entry in [Animations]. An unlisted name still creates an animation type of that name, which reads the art.ini section of that name if one exists. If it has no section and no artwork, the spawned animations show nothing and disappear almost at once.
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
BehavesLike decides what a system emits and when, whatever this flag says.
Voxel meteor spawn type
- Applies to
- VoxelAnimType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- class
- When omitted
none
Spawns names the voxel animation type that a meteor breaks into when it strikes. SpawnCount sets how many pieces appear.
Only an IsMeteor=yes type spawns pieces. A meteor that ends its flight over water spawns nothing unless it is at least 416 leptons above the ground there, the height of a bridge deck.
All the pieces appear in the same frame. Ordinary debris starts at the impact point, and a spawned meteor type flies in toward it. The pieces belong to no house, so a piece with IsTiberium=yes is drawn in Tiberium colors. Debris thrown off a destroyed object takes its owner’s house colors instead.
A name missing from [VoxelAnims] still creates a voxel animation type of that name. If that file or a later rules or map file declares a section with that name, the type reads it. Otherwise the type has no model and every setting at its built-in value, so its pieces are invisible.