BuildingType
Settings read from [<Image ID>].
119 of 119
| Key | Description | Value | When omitted | Image-selected section |
|---|---|---|---|---|
ActiveAnim | The animation the structure runs in its first active slot. | string | (empty) | Yes |
ActiveAnimDamaged | The animation the first active slot runs while the structure is damaged. | string | Inherited | Yes |
ActiveAnimFour | The animation the structure runs in its fourth active slot. | string | (empty) | Yes |
ActiveAnimFourDamaged | The animation the fourth active slot runs while the structure is damaged. | string | Inherited | Yes |
ActiveAnimFourPowered | Whether the fourth active slot's animation freezes while its house is short of power. | boolean | yes | Yes |
ActiveAnimFourPoweredLight | Whether the fourth active slot's animation is destroyed and recreated with its house's power. | boolean | no | Yes |
ActiveAnimFourX | How far right of the structure's drawing point the fourth active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimFourY | How far below the structure's drawing point the fourth active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimFourYSort | The sorting bias applied to the fourth active slot's animation, in leptons. | integer | 0 | Yes |
ActiveAnimFourZAdjust | The depth bias applied to the fourth active slot's animation. | integer | 0 | Yes |
ActiveAnimPowered | Whether the first active slot's animation freezes while its house is short of power. | boolean | yes | Yes |
ActiveAnimPoweredLight | Whether the first active slot's animation is destroyed and recreated with its house's power. | boolean | no | Yes |
ActiveAnimThree | The animation the structure runs in its third active slot. | string | (empty) | Yes |
ActiveAnimThreeDamaged | The animation the third active slot runs while the structure is damaged. | string | Inherited | Yes |
ActiveAnimThreePowered | Whether the third active slot's animation freezes while its house is short of power. | boolean | yes | Yes |
ActiveAnimThreePoweredLight | Whether the third active slot's animation is destroyed and recreated with its house's power. | boolean | no | Yes |
ActiveAnimThreeX | How far right of the structure's drawing point the third active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimThreeY | How far below the structure's drawing point the third active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimThreeYSort | The sorting bias applied to the third active slot's animation, in leptons. | integer | 0 | Yes |
ActiveAnimThreeZAdjust | The depth bias applied to the third active slot's animation. | integer | 0 | Yes |
ActiveAnimTwo | The animation the structure runs in its second active slot. | string | (empty) | Yes |
ActiveAnimTwoDamaged | The animation the second active slot runs while the structure is damaged. | string | Inherited | Yes |
ActiveAnimTwoPowered | Whether the second active slot's animation freezes while its house is short of power. | boolean | yes | Yes |
ActiveAnimTwoPoweredLight | Whether the second active slot's animation is destroyed and recreated with its house's power. | boolean | no | Yes |
ActiveAnimTwoX | How far right of the structure's drawing point the second active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimTwoY | How far below the structure's drawing point the second active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimTwoYSort | The sorting bias applied to the second active slot's animation, in leptons. | integer | 0 | Yes |
ActiveAnimTwoZAdjust | The depth bias applied to the second active slot's animation. | integer | 0 | Yes |
ActiveAnimX | How far right of the structure's drawing point the first active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimY | How far below the structure's drawing point the first active slot's animation sits, in screen pixels. | integer | 0 | Yes |
ActiveAnimYSort | The sorting bias applied to the first active slot's animation, in leptons. | integer | 0 | Yes |
ActiveAnimZAdjust | The depth bias applied to the first active slot's animation. | integer | 0 | Yes |
AnimActive | The first frame, frame count and step delay of a structure's working animation. | string | 0,1,0 | Yes |
AnimAux1 | The first frame, frame count and step delay of a structure's first auxiliary animation. | string | 0,1,0 | Yes |
AnimAux2 | The first frame, frame count and step delay of a structure's second auxiliary animation. | string | 0,1,0 | Yes |
AnimIdle | The first frame, frame count and step delay of a structure's resting animation. | string | 0,1,0 | Yes |
BibShape | The apron shape drawn on the ground under a structure. | string | (empty) | Yes |
Buildup | The construction animation file a structure plays while it is being built. | string | (empty) | Yes |
Cameo | The SHP file drawn as an object's sidebar cameo. | string | (empty) | Yes |
ChargeAnim | Drives a turretless structure's turret animation from its charge counter. | boolean | no | Yes |
DamagedDoor | Draws the factory door animation from a second block of frames once the structure is damaged. | boolean | no | Yes |
DemandLoad | Defers loading a type's artwork until something first needs to draw it. | boolean | no | Yes |
DemandLoadBuildup | Defers loading the structure's construction artwork until a structure of the type is placed. | boolean | no | Yes |
DeployingAnim | The shape file that replaces a structure's own artwork while it unloads. | string | (empty) | Yes |
DoorAnim | The shape file drawn over a structure as its factory door works. | string | (empty) | Yes |
DoorStages | The number of frames the factory door animation steps through. | integer | 0 | Yes |
ExtraDamageStageNo effect | Parsed flag that the engine never uses. | boolean | yes | Yes |
ExtraLight | The lighting offset applied to the structure's own artwork. | integer | 0 | Yes |
FireAngle | The resting elevation of the object's barrel. | angle | Not documented | Yes |
FlatNo effect | Lays an animation flat against the ground; on a structure nothing reads it. | boolean | no | Yes |
Foundation | The block of cells the object stands on, chosen from a fixed set of named sizes. | BSizeType | 1x1 | Yes |
FreeBuildup | Releases the structure's construction artwork once it is no longer needed. | boolean | no | Yes |
GateStages | The number of door frames a gate animates through. | integer | 9 | Yes |
Height | A structure's vertical extent, the number of cell rows a smudge covers, or a generated map's size index. | integer | 1 | Yes |
Image | Selects an Image ID, animation Image ID, Tiberium overlay variant, or building main-shape basename according to scope. | string | Computed | Yes |
MidPointNo effect | Parsed figure that the engine never uses. | integer | 0 | Yes |
NewTheater | Rewrites the second letter of a type's artwork filename to match the theater. | boolean | no | Yes |
Normalized | Rescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight. | boolean | no | Yes |
NormalZAdjust | The depth bias applied to the structure's main shape. | integer | 0 | Yes |
PBarrelLength | How far out along the first weapon's barrel its muzzle sits. | integer | 0 | Yes |
PBarrelThickness | Raises the point the first weapon's barrel pivots about. | integer | 0 | Yes |
PreProductionAnim | The animation a structure runs while work is being set up on it. | string | (empty) | Yes |
PreProductionAnimDamaged | The animation the pre-production slot runs while the structure is damaged. | string | Inherited | Yes |
PreProductionAnimX | How far right of the structure's drawing point the pre-production animation sits, in screen pixels. | integer | 0 | No |
PreProductionAnimY | How far below the structure's drawing point the pre-production animation sits, in screen pixels. | integer | 0 | No |
PreProductionAnimYSort | The sorting bias applied to the pre-production animation, in leptons. | integer | 0 | No |
PreProductionAnimZAdjust | The depth bias applied to the pre-production animation. | integer | 0 | No |
PrimaryFireFLH | The offset from an object's center that its first weapon fires from. | point (x,y,z) | 0,0,0 | Yes |
PrimaryFirePixelOffset | The screen offset a building's shots leave from, in place of its firing offsets. | point (x,y) | 65535,65535 | Yes |
ProductionAnim | The animation a structure runs while its work is in progress. | string | (empty) | Yes |
ProductionAnimDamaged | The animation the production slot runs while the structure is damaged. | string | Inherited | Yes |
ProductionAnimX | How far right of the structure's drawing point the production animation sits, in screen pixels. | integer | 0 | No |
ProductionAnimY | How far below the structure's drawing point the production animation sits, in screen pixels. | integer | 0 | No |
ProductionAnimYSort | The sorting bias applied to the production animation, in leptons. | integer | 0 | No |
ProductionAnimZAdjust | The depth bias applied to the production animation. | integer | 0 | No |
RecoillessNo effect | Parsed flag that the engine never uses. | boolean | no | Yes |
RemapableNo effect | Parsed remap flag that the engine never uses. | boolean | no | Yes |
RotCountNo effect | Parsed rotation frame count that the engine never uses. | integer | Context-dependent | Yes |
SBarrelLength | How far out along the second weapon's barrel its muzzle sits. | integer | 0 | Yes |
SBarrelThickness | Raises the point the second weapon's barrel pivots about. | integer | 0 | Yes |
SecondaryFireFLH | The offset from an object's center that its second weapon fires from. | point (x,y,z) | 0,0,0 | Yes |
SecondaryFirePixelOffsetNo effect | Parsed screen offset that the engine never uses. | point (x,y) | 65535,65535 | Yes |
ShadowIndex | Selects the voxel section a vehicle casts its shadow from. | integer | 0 | Yes |
SiloDamage | Draws a fill level on a building that stores Tiberium. | boolean | no | Yes |
SpecialAnim | The animation the structure runs in its first special slot. | string | (empty) | Yes |
SpecialAnimDamaged | The animation the first special slot runs while the structure is damaged. | string | Inherited | Yes |
SpecialAnimPowered | Whether the first special slot's animation freezes while its house is short of power. | boolean | yes | No |
SpecialAnimPoweredLight | Whether the first special slot's animation is destroyed and recreated with its house's power. | boolean | no | No |
SpecialAnimThree | The animation the structure runs in its third special slot. | string | (empty) | Yes |
SpecialAnimThreeDamaged | The animation the third special slot runs while the structure is damaged. | string | Inherited | Yes |
SpecialAnimThreePowered | Whether the third special slot's animation freezes while its house is short of power. | boolean | yes | No |
SpecialAnimThreePoweredLight | Whether the third special slot's animation is destroyed and recreated with its house's power. | boolean | no | No |
SpecialAnimThreeX | How far right of the structure's drawing point the third special slot's animation sits, in screen pixels. | integer | 0 | No |
SpecialAnimThreeY | How far below the structure's drawing point the third special slot's animation sits, in screen pixels. | integer | 0 | No |
SpecialAnimThreeYSort | The sorting bias applied to the third special slot's animation, in leptons. | integer | 0 | No |
SpecialAnimThreeZAdjust | The depth bias applied to the third special slot's animation. | integer | 0 | No |
SpecialAnimTwo | The animation the structure runs in its second special slot. | string | (empty) | Yes |
SpecialAnimTwoDamaged | The animation the second special slot runs while the structure is damaged. | string | Inherited | Yes |
SpecialAnimTwoPowered | Whether the second special slot's animation freezes while its house is short of power. | boolean | yes | No |
SpecialAnimTwoPoweredLight | Whether the second special slot's animation is destroyed and recreated with its house's power. | boolean | no | No |
SpecialAnimTwoX | How far right of the structure's drawing point the second special slot's animation sits, in screen pixels. | integer | 0 | No |
SpecialAnimTwoY | How far below the structure's drawing point the second special slot's animation sits, in screen pixels. | integer | 0 | No |
SpecialAnimTwoYSort | The sorting bias applied to the second special slot's animation, in leptons. | integer | 0 | No |
SpecialAnimTwoZAdjust | The depth bias applied to the second special slot's animation. | integer | 0 | No |
SpecialAnimX | How far right of the structure's drawing point the first special slot's animation sits, in screen pixels. | integer | 0 | No |
SpecialAnimY | How far below the structure's drawing point the first special slot's animation sits, in screen pixels. | integer | 0 | No |
SpecialAnimYSort | The sorting bias applied to the first special slot's animation, in leptons. | integer | 0 | No |
SpecialAnimZAdjust | The depth bias applied to the first special slot's animation. | integer | 0 | No |
SpecialZOverlayNo effect | Parsed shape name that the engine never draws. | string | (empty) | Yes |
SpecialZOverlayZAdjustNo effect | Parsed depth bias that the engine never uses. | integer | 0 | Yes |
TerrainPalette | Draws the structure with the cell's terrain colors instead of its owner's. | boolean | no | Yes |
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 | Yes |
ToOverlay | The cell overlay a wall structure turns into when it is placed. | class | none | Yes |
TurretNotExportedOnGround | Pivots a building's voxel barrel about its firing offset instead of about the model origin. | boolean | no | Yes |
TurretOffset | Moves an object's turret forward from its center along the centerline. | integer | 0 | Yes |
UnderDoorAnim | The shape drawn beneath a structure's factory door while it unloads. | string | (empty) | Yes |
VisibleLoadNo effect | Parsed cargo-visibility flag that the engine never uses. | boolean | no | Yes |
Voxel | Draws the type from a voxel model rather than from a shape file. | boolean | no | Yes |
ZShapePointMove | Moves the shared depth shape stamped under a structure, in screen pixels. | point (x,y) | 0,0 | Yes |
No keys match the current filters.