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TiberiumSpawnType

The overlay a landing animation plants its Tiberium from.

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

Each cell the growth reaches gets one of four consecutive overlay types, drawn at random from the one named here and the three that follow it in the rules’ overlay list, so a patch comes out uneven rather than uniform. The cell is then set to one of the first three growth stages, also at random, and left to grow on its own from there.

The setting is read only where the animation also declares IsTiberium=yes and is thrown by Bouncer=yes or IsMeteor=yes. Without a type named here, an animation with all of that still plants nothing, however far TiberiumSpreadRadius reaches. The shipped small meteor is in exactly that position: it carries the Tiberium flag and names no type, so the Tiberium a meteor strike leaves behind comes from the debris it spawns rather than from the meteor itself.

art.ini
[METDEBRI] ; the chunks a meteor breaks into
Bouncer=yes
IsTiberium=true
TiberiumSpawnType=TIB01 ; the first of the green Tiberium overlays

The fragment above leaves out the rest of that section, among it the LoopCount=-1 a thrown animation needs to keep looping until it lands.