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AnimType

INI referenceArtAnimType

Settings read from [<ObjectType ID>].

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KeyDescriptionValueWhen omittedImage-selected section
AlphaImageThe SHP file blended over the object as an area light.string(empty)No
AltPaletteDraws the animation through the first declared color scheme instead of the shared animation palette.booleannoNo
ArmorNo effectAn object type's armor class, or on a country or difficulty setting the divisor of the damage its objects take.ArmorTypenoneNo
BounceAnimThe animation played where thrown debris strikes.classnoneNo
BouncerThrows the animation into the air on a random arc instead of playing it where it was created.booleannoNo
BounceSoundThe sound effect played where thrown debris strikes the ground.soundnoneNo
CraterLeaves a crater where the animation plays, or makes the smudge one of the craters that can be left.booleannoNo
CrushableNo effectLets a crusher vehicle drive over the object or overlay and destroy it.booleannoNo
CrushSoundNo effectThe sound played when a crusher vehicle flattens the object or overlay.soundnoneNo
DamageA weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead.floating point0.0No
DamageRadiusHow near an object must be to a bounce, in leptons, for the debris to damage it.integer0No
DemandLoadDefers loading a type's artwork until something first needs to draw it.booleannoNo
DetailLevelA graphics detail level — the one the player has chosen, or the lowest one at which an animation is drawn.integer0No
ElasticityThe fraction of its speed a bouncing object keeps when it rebounds off a surface.floating point0.8No
EndThe number of stages the animation runs through before it ends or chains.integerComputedNo
ExpireAnimThe animation played where thrown debris ends its life on solid ground, without which it deals no blast damage.classnoneNo
ExpireSoundThe sound effect played where thrown debris ends its life on solid ground.soundnoneNo
FlamerThrows one to three fires onto the ground around the animation.booleannoNo
FlatLays an animation flat against the ground; on a structure nothing reads it.booleannoNo
FreeAfterPlayingGives a demand-loaded animation's artwork back as soon as an animation of the type leaves the game.booleannoNo
HasRadialIndicatorNo effectWhether a selected object of this type draws a ring showing the reach of its field.booleannoNo
IgnoresFirestormNo effectWhether a raised firestorm wall passes the type over instead of destroying or consuming it.booleannoNo
ImageSelects an Image ID, animation Image ID, Tiberium overlay variant, or building main-shape basename according to scope.stringComputedNo
ImmuneNo effectExempts the type from every damage path that is not applied as forced.booleanyesNo
InsignificantNo effectWhether the object is kept out of its house's inventory tallies and its response to being attacked.booleanyesNo
IsAnimatedTiberiumRemoves the animation as soon as the overlay that placed it stops asking for it.booleannoNo
IsFlamingGuyRuns the animation toward the nearest water and then plays it out where it stops.booleannoNo
IsMeteorFlies the debris in along a straight approach to the point it was created for.booleannoNo
IsTiberiumCan seed Tiberium where the debris comes down.booleannoNo
IsVeinsTreats an overlay as part of a vein field, or an animation as the attack veins make.booleannoNo
LegalTargetNo effectWhether the type may be picked as a target by an automatic scan or by a player pointing at it.booleannoNo
LoopCountThe number of passes an animation of the type makes before it ends or chains.integer0No
LoopEndThe frame that ends every pass of a looping animation except the last.integerComputedNo
LoopStartThe frame a looping animation returns to at the start of each new pass.integer0No
MaxXYVelThe upper bound on the horizontal speed debris is thrown at, in leptons per frame.floating point15No
MinZVelThe low end of the vertical speed debris is thrown at, in leptons per frame, and the exact speed of a meteor.floating point3.5No
NewTheaterRewrites the second letter of a type's artwork filename to match the theater.booleannoNo
NextThe animation this one turns into instead of finishing.classnoneNo
NormalizedRescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight.booleannoNo
PingPongReverses the animation's direction each time it reaches either end of its frames.booleannoNo
RadarInvisibleNo effectParsed flag that the engine never uses.booleanyesNo
RadialColorNo effectThe color of the radius ring a selected structure draws on the tactical map.colour (R,G,B)0,0,0No
RandomLoopDelayThe bounds, in game frames, of the pause inserted between one pass of a looping animation and the next.point (x,y)0,0No
RandomRateThe pair of playback rates a new animation picks its frame delay from.point (x,y)UnchangedNo
RateAn animation's playback rate in frames per minute, or a mission's servicing delay in fractions of a minute.integerUnchangedNo
ReportThe sound effect played when the weapon fires, or when the animation starts.soundnoneNo
ReversePlays the animation from its loop end back down toward its start frame.booleannoNo
RunningFramesThe number of frames each of the eight facings of a burning victim's run cycle occupies.integer0No
ScorchBlackens the ground under the animation and sets a small fire burning there.booleannoNo
SelectableWhether a player can select the object at all.booleannoNo
ShouldFogRemoveHides the animation while the ground it plays over is under the fog of war.booleanyesNo
ShouldUseCellDrawerDraws a structure's animation in the colors and at the brightness of the structure it belongs to.booleanyesNo
SpawnCountThe upper bound on each of the two random picks whose sum is how many pieces an impact spawns.integer0No
SpawnsThe type spawned where thrown debris lands, and on a particle system a flag no gameplay path reads.classnoneNo
StartThe frame of the shape the animation's first stage displays.integer0No
StartSoundNo effectThe sound effect for the creation of a piece, played only by voxel animations.soundnoneNo
StickyNo effectParsed flag that the engine never uses.booleannoNo
StrengthNo effectThe maximum strength of most object types; wall overlays use it as a per-hit damage threshold.integer0No
SurfacePlaces the animation in the ground layer, among the units and structures, rather than in the layer above them.booleannoNo
TheaterMarks 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.booleannoNo
TiberiumChainReactionSets off the Tiberium in the cell the animation starts on.booleannoNo
TiberiumSpawnTypeThe overlay a landing animation plants its Tiberium from.classnoneNo
TiberiumSpreadRadiusSelects which of the eight cells around a landing animation can take Tiberium.integer0No
TiledRepeats the animation's current frame upward until the copies leave the top of the view.booleannoNo
TrailerAnimThe trail animation dropped at intervals for as long as the effect lasts.classnoneNo
TrailerSeperationThe number of frames between one trail animation and the next.integer0No
TranslucencyHow faded an animation or a particle is drawn, as a percentage, at the detail settings that honor it.integer0No
TranslucencyDetailLevelThe lowest detail setting at which the animation is drawn faded rather than solid.integer0No
TranslucentBlends the image into the scene instead of drawing it solid.booleannoNo
UseNormalLightDraws the animation at full brightness instead of at the light level where it stands.booleannoNo
VoxelDraws the type from a voxel model rather than from a shape file.booleannoYes
WarheadThe WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through.classnoneNo
YDrawOffsetShifts the animation's artwork down the screen, in pixels, as it is drawn.integer0No
YSortAdjustBiases where the animation falls in the ground layer's drawing order, in leptons.integer0No