AnimType
Settings read from [<ObjectType ID>].
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| Key | Description | Value | When omitted | Image-selected section |
|---|---|---|---|---|
AlphaImage | The SHP file blended over the object as an area light. | string | (empty) | No |
AltPalette | Draws the animation through the first declared color scheme instead of the shared animation palette. | boolean | no | No |
ArmorNo effect | An object type's armor class, or on a country or difficulty setting the divisor of the damage its objects take. | ArmorType | none | No |
BounceAnim | The animation played where thrown debris strikes. | class | none | No |
Bouncer | Throws the animation into the air on a random arc instead of playing it where it was created. | boolean | no | No |
BounceSound | The sound effect played where thrown debris strikes the ground. | sound | none | No |
Crater | Leaves a crater where the animation plays, or makes the smudge one of the craters that can be left. | boolean | no | No |
CrushableNo effect | Lets a crusher vehicle drive over the object or overlay and destroy it. | boolean | no | No |
CrushSoundNo effect | The sound played when a crusher vehicle flattens the object or overlay. | sound | none | No |
Damage | A weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead. | floating point | 0.0 | No |
DamageRadius | How near an object must be to a bounce, in leptons, for the debris to damage it. | integer | 0 | No |
DemandLoad | Defers loading a type's artwork until something first needs to draw it. | boolean | no | No |
DetailLevel | A graphics detail level — the one the player has chosen, or the lowest one at which an animation is drawn. | integer | 0 | No |
Elasticity | The fraction of its speed a bouncing object keeps when it rebounds off a surface. | floating point | 0.8 | No |
End | The number of stages the animation runs through before it ends or chains. | integer | Computed | No |
ExpireAnim | The animation played where thrown debris ends its life on solid ground, without which it deals no blast damage. | class | none | No |
ExpireSound | The sound effect played where thrown debris ends its life on solid ground. | sound | none | No |
Flamer | Throws one to three fires onto the ground around the animation. | boolean | no | No |
Flat | Lays an animation flat against the ground; on a structure nothing reads it. | boolean | no | No |
FreeAfterPlaying | Gives a demand-loaded animation's artwork back as soon as an animation of the type leaves the game. | boolean | no | No |
HasRadialIndicatorNo effect | Whether a selected object of this type draws a ring showing the reach of its field. | boolean | no | No |
IgnoresFirestormNo effect | Whether a raised firestorm wall passes the type over instead of destroying or consuming it. | boolean | no | No |
Image | Selects an Image ID, animation Image ID, Tiberium overlay variant, or building main-shape basename according to scope. | string | Computed | No |
ImmuneNo effect | Exempts the type from every damage path that is not applied as forced. | boolean | yes | No |
InsignificantNo effect | Whether the object is kept out of its house's inventory tallies and its response to being attacked. | boolean | yes | No |
IsAnimatedTiberium | Removes the animation as soon as the overlay that placed it stops asking for it. | boolean | no | No |
IsFlamingGuy | Runs the animation toward the nearest water and then plays it out where it stops. | boolean | no | No |
IsMeteor | Flies the debris in along a straight approach to the point it was created for. | boolean | no | No |
IsTiberium | Can seed Tiberium where the debris comes down. | boolean | no | No |
IsVeins | Treats an overlay as part of a vein field, or an animation as the attack veins make. | boolean | no | No |
LegalTargetNo effect | Whether the type may be picked as a target by an automatic scan or by a player pointing at it. | boolean | no | No |
LoopCount | The number of passes an animation of the type makes before it ends or chains. | integer | 0 | No |
LoopEnd | The frame that ends every pass of a looping animation except the last. | integer | Computed | No |
LoopStart | The frame a looping animation returns to at the start of each new pass. | integer | 0 | No |
MaxXYVel | The upper bound on the horizontal speed debris is thrown at, in leptons per frame. | floating point | 15 | No |
MinZVel | The low end of the vertical speed debris is thrown at, in leptons per frame, and the exact speed of a meteor. | floating point | 3.5 | No |
NewTheater | Rewrites the second letter of a type's artwork filename to match the theater. | boolean | no | No |
Next | The animation this one turns into instead of finishing. | class | none | No |
Normalized | Rescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight. | boolean | no | No |
PingPong | Reverses the animation's direction each time it reaches either end of its frames. | boolean | no | No |
RadarInvisibleNo effect | Parsed flag that the engine never uses. | boolean | yes | No |
RadialColorNo effect | The color of the radius ring a selected structure draws on the tactical map. | colour (R,G,B) | 0,0,0 | No |
RandomLoopDelay | The bounds, in game frames, of the pause inserted between one pass of a looping animation and the next. | point (x,y) | 0,0 | No |
RandomRate | The pair of playback rates a new animation picks its frame delay from. | point (x,y) | Unchanged | No |
Rate | An animation's playback rate in frames per minute, or a mission's servicing delay in fractions of a minute. | integer | Unchanged | No |
Report | The sound effect played when the weapon fires, or when the animation starts. | sound | none | No |
Reverse | Plays the animation from its loop end back down toward its start frame. | boolean | no | No |
RunningFrames | The number of frames each of the eight facings of a burning victim's run cycle occupies. | integer | 0 | No |
Scorch | Blackens the ground under the animation and sets a small fire burning there. | boolean | no | No |
Selectable | Whether a player can select the object at all. | boolean | no | No |
ShouldFogRemove | Hides the animation while the ground it plays over is under the fog of war. | boolean | yes | No |
ShouldUseCellDrawer | Draws a structure's animation in the colors and at the brightness of the structure it belongs to. | boolean | yes | No |
SpawnCount | The upper bound on each of the two random picks whose sum is how many pieces an impact spawns. | integer | 0 | No |
Spawns | The type spawned where thrown debris lands, and on a particle system a flag no gameplay path reads. | class | none | No |
Start | The frame of the shape the animation's first stage displays. | integer | 0 | No |
StartSoundNo effect | The sound effect for the creation of a piece, played only by voxel animations. | sound | none | No |
StickyNo effect | Parsed flag that the engine never uses. | boolean | no | No |
StrengthNo effect | The maximum strength of most object types; wall overlays use it as a per-hit damage threshold. | integer | 0 | No |
Surface | Places the animation in the ground layer, among the units and structures, rather than in the layer above them. | boolean | no | No |
Theater | Marks a type's artwork as theater-specific in the art file; in a map file it instead names the theater the scenario is played in. | boolean | no | No |
TiberiumChainReaction | Sets off the Tiberium in the cell the animation starts on. | boolean | no | No |
TiberiumSpawnType | The overlay a landing animation plants its Tiberium from. | class | none | No |
TiberiumSpreadRadius | Selects which of the eight cells around a landing animation can take Tiberium. | integer | 0 | No |
Tiled | Repeats the animation's current frame upward until the copies leave the top of the view. | boolean | no | No |
TrailerAnim | The trail animation dropped at intervals for as long as the effect lasts. | class | none | No |
TrailerSeperation | The number of frames between one trail animation and the next. | integer | 0 | No |
Translucency | How faded an animation or a particle is drawn, as a percentage, at the detail settings that honor it. | integer | 0 | No |
TranslucencyDetailLevel | The lowest detail setting at which the animation is drawn faded rather than solid. | integer | 0 | No |
Translucent | Blends the image into the scene instead of drawing it solid. | boolean | no | No |
UseNormalLight | Draws the animation at full brightness instead of at the light level where it stands. | boolean | no | No |
Voxel | Draws the type from a voxel model rather than from a shape file. | boolean | no | Yes |
Warhead | The WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through. | class | none | No |
YDrawOffset | Shifts the animation's artwork down the screen, in pixels, as it is drawn. | integer | 0 | No |
YSortAdjust | Biases where the animation falls in the ground layer's drawing order, in leptons. | integer | 0 | No |
No keys match the current filters.