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BuildingType

INI referenceArtBuildingType

Settings read from [<Image ID>].

119 of 119

KeyDescriptionValueWhen omittedImage-selected section
ActiveAnimThe animation the structure runs in its first active slot.string(empty)Yes
ActiveAnimDamagedThe animation the first active slot runs while the structure is damaged.stringInheritedYes
ActiveAnimFourThe animation the structure runs in its fourth active slot.string(empty)Yes
ActiveAnimFourDamagedThe animation the fourth active slot runs while the structure is damaged.stringInheritedYes
ActiveAnimFourPoweredWhether the fourth active slot's animation freezes while its house is short of power.booleanyesYes
ActiveAnimFourPoweredLightWhether the fourth active slot's animation is destroyed and recreated with its house's power.booleannoYes
ActiveAnimFourXHow far right of the structure's drawing point the fourth active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimFourYHow far below the structure's drawing point the fourth active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimFourYSortThe sorting bias applied to the fourth active slot's animation, in leptons.integer0Yes
ActiveAnimFourZAdjustThe depth bias applied to the fourth active slot's animation.integer0Yes
ActiveAnimPoweredWhether the first active slot's animation freezes while its house is short of power.booleanyesYes
ActiveAnimPoweredLightWhether the first active slot's animation is destroyed and recreated with its house's power.booleannoYes
ActiveAnimThreeThe animation the structure runs in its third active slot.string(empty)Yes
ActiveAnimThreeDamagedThe animation the third active slot runs while the structure is damaged.stringInheritedYes
ActiveAnimThreePoweredWhether the third active slot's animation freezes while its house is short of power.booleanyesYes
ActiveAnimThreePoweredLightWhether the third active slot's animation is destroyed and recreated with its house's power.booleannoYes
ActiveAnimThreeXHow far right of the structure's drawing point the third active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimThreeYHow far below the structure's drawing point the third active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimThreeYSortThe sorting bias applied to the third active slot's animation, in leptons.integer0Yes
ActiveAnimThreeZAdjustThe depth bias applied to the third active slot's animation.integer0Yes
ActiveAnimTwoThe animation the structure runs in its second active slot.string(empty)Yes
ActiveAnimTwoDamagedThe animation the second active slot runs while the structure is damaged.stringInheritedYes
ActiveAnimTwoPoweredWhether the second active slot's animation freezes while its house is short of power.booleanyesYes
ActiveAnimTwoPoweredLightWhether the second active slot's animation is destroyed and recreated with its house's power.booleannoYes
ActiveAnimTwoXHow far right of the structure's drawing point the second active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimTwoYHow far below the structure's drawing point the second active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimTwoYSortThe sorting bias applied to the second active slot's animation, in leptons.integer0Yes
ActiveAnimTwoZAdjustThe depth bias applied to the second active slot's animation.integer0Yes
ActiveAnimXHow far right of the structure's drawing point the first active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimYHow far below the structure's drawing point the first active slot's animation sits, in screen pixels.integer0Yes
ActiveAnimYSortThe sorting bias applied to the first active slot's animation, in leptons.integer0Yes
ActiveAnimZAdjustThe depth bias applied to the first active slot's animation.integer0Yes
AnimActiveThe first frame, frame count and step delay of a structure's working animation.string0,1,0Yes
AnimAux1The first frame, frame count and step delay of a structure's first auxiliary animation.string0,1,0Yes
AnimAux2The first frame, frame count and step delay of a structure's second auxiliary animation.string0,1,0Yes
AnimIdleThe first frame, frame count and step delay of a structure's resting animation.string0,1,0Yes
BibShapeThe apron shape drawn on the ground under a structure.string(empty)Yes
BuildupThe construction animation file a structure plays while it is being built.string(empty)Yes
CameoThe SHP file drawn as an object's sidebar cameo.string(empty)Yes
ChargeAnimDrives a turretless structure's turret animation from its charge counter.booleannoYes
DamagedDoorDraws the factory door animation from a second block of frames once the structure is damaged.booleannoYes
DemandLoadDefers loading a type's artwork until something first needs to draw it.booleannoYes
DemandLoadBuildupDefers loading the structure's construction artwork until a structure of the type is placed.booleannoYes
DeployingAnimThe shape file that replaces a structure's own artwork while it unloads.string(empty)Yes
DoorAnimThe shape file drawn over a structure as its factory door works.string(empty)Yes
DoorStagesThe number of frames the factory door animation steps through.integer0Yes
ExtraDamageStageNo effectParsed flag that the engine never uses.booleanyesYes
ExtraLightThe lighting offset applied to the structure's own artwork.integer0Yes
FireAngleThe resting elevation of the object's barrel.angleNot documentedYes
FlatNo effectLays an animation flat against the ground; on a structure nothing reads it.booleannoYes
FoundationThe block of cells the object stands on, chosen from a fixed set of named sizes.BSizeType1x1Yes
FreeBuildupReleases the structure's construction artwork once it is no longer needed.booleannoYes
GateStagesThe number of door frames a gate animates through.integer9Yes
HeightA structure's vertical extent, the number of cell rows a smudge covers, or a generated map's size index.integer1Yes
ImageSelects an Image ID, animation Image ID, Tiberium overlay variant, or building main-shape basename according to scope.stringComputedYes
MidPointNo effectParsed figure that the engine never uses.integer0Yes
NewTheaterRewrites the second letter of a type's artwork filename to match the theater.booleannoYes
NormalizedRescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight.booleannoYes
NormalZAdjustThe depth bias applied to the structure's main shape.integer0Yes
PBarrelLengthHow far out along the first weapon's barrel its muzzle sits.integer0Yes
PBarrelThicknessRaises the point the first weapon's barrel pivots about.integer0Yes
PreProductionAnimThe animation a structure runs while work is being set up on it.string(empty)Yes
PreProductionAnimDamagedThe animation the pre-production slot runs while the structure is damaged.stringInheritedYes
PreProductionAnimXHow far right of the structure's drawing point the pre-production animation sits, in screen pixels.integer0No
PreProductionAnimYHow far below the structure's drawing point the pre-production animation sits, in screen pixels.integer0No
PreProductionAnimYSortThe sorting bias applied to the pre-production animation, in leptons.integer0No
PreProductionAnimZAdjustThe depth bias applied to the pre-production animation.integer0No
PrimaryFireFLHThe offset from an object's center that its first weapon fires from.point (x,y,z)0,0,0Yes
PrimaryFirePixelOffsetThe screen offset a building's shots leave from, in place of its firing offsets.point (x,y)65535,65535Yes
ProductionAnimThe animation a structure runs while its work is in progress.string(empty)Yes
ProductionAnimDamagedThe animation the production slot runs while the structure is damaged.stringInheritedYes
ProductionAnimXHow far right of the structure's drawing point the production animation sits, in screen pixels.integer0No
ProductionAnimYHow far below the structure's drawing point the production animation sits, in screen pixels.integer0No
ProductionAnimYSortThe sorting bias applied to the production animation, in leptons.integer0No
ProductionAnimZAdjustThe depth bias applied to the production animation.integer0No
RecoillessNo effectParsed flag that the engine never uses.booleannoYes
RemapableNo effectParsed remap flag that the engine never uses.booleannoYes
RotCountNo effectParsed rotation frame count that the engine never uses.integerContext-dependentYes
SBarrelLengthHow far out along the second weapon's barrel its muzzle sits.integer0Yes
SBarrelThicknessRaises the point the second weapon's barrel pivots about.integer0Yes
SecondaryFireFLHThe offset from an object's center that its second weapon fires from.point (x,y,z)0,0,0Yes
SecondaryFirePixelOffsetNo effectParsed screen offset that the engine never uses.point (x,y)65535,65535Yes
ShadowIndexSelects the voxel section a vehicle casts its shadow from.integer0Yes
SiloDamageDraws a fill level on a building that stores Tiberium.booleannoYes
SpecialAnimThe animation the structure runs in its first special slot.string(empty)Yes
SpecialAnimDamagedThe animation the first special slot runs while the structure is damaged.stringInheritedYes
SpecialAnimPoweredWhether the first special slot's animation freezes while its house is short of power.booleanyesNo
SpecialAnimPoweredLightWhether the first special slot's animation is destroyed and recreated with its house's power.booleannoNo
SpecialAnimThreeThe animation the structure runs in its third special slot.string(empty)Yes
SpecialAnimThreeDamagedThe animation the third special slot runs while the structure is damaged.stringInheritedYes
SpecialAnimThreePoweredWhether the third special slot's animation freezes while its house is short of power.booleanyesNo
SpecialAnimThreePoweredLightWhether the third special slot's animation is destroyed and recreated with its house's power.booleannoNo
SpecialAnimThreeXHow far right of the structure's drawing point the third special slot's animation sits, in screen pixels.integer0No
SpecialAnimThreeYHow far below the structure's drawing point the third special slot's animation sits, in screen pixels.integer0No
SpecialAnimThreeYSortThe sorting bias applied to the third special slot's animation, in leptons.integer0No
SpecialAnimThreeZAdjustThe depth bias applied to the third special slot's animation.integer0No
SpecialAnimTwoThe animation the structure runs in its second special slot.string(empty)Yes
SpecialAnimTwoDamagedThe animation the second special slot runs while the structure is damaged.stringInheritedYes
SpecialAnimTwoPoweredWhether the second special slot's animation freezes while its house is short of power.booleanyesNo
SpecialAnimTwoPoweredLightWhether the second special slot's animation is destroyed and recreated with its house's power.booleannoNo
SpecialAnimTwoXHow far right of the structure's drawing point the second special slot's animation sits, in screen pixels.integer0No
SpecialAnimTwoYHow far below the structure's drawing point the second special slot's animation sits, in screen pixels.integer0No
SpecialAnimTwoYSortThe sorting bias applied to the second special slot's animation, in leptons.integer0No
SpecialAnimTwoZAdjustThe depth bias applied to the second special slot's animation.integer0No
SpecialAnimXHow far right of the structure's drawing point the first special slot's animation sits, in screen pixels.integer0No
SpecialAnimYHow far below the structure's drawing point the first special slot's animation sits, in screen pixels.integer0No
SpecialAnimYSortThe sorting bias applied to the first special slot's animation, in leptons.integer0No
SpecialAnimZAdjustThe depth bias applied to the first special slot's animation.integer0No
SpecialZOverlayNo effectParsed shape name that the engine never draws.string(empty)Yes
SpecialZOverlayZAdjustNo effectParsed depth bias that the engine never uses.integer0Yes
TerrainPaletteDraws the structure with the cell's terrain colors instead of its owner's.booleannoYes
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.booleannoYes
ToOverlayThe cell overlay a wall structure turns into when it is placed.classnoneYes
TurretNotExportedOnGroundPivots a building's voxel barrel about its firing offset instead of about the model origin.booleannoYes
TurretOffsetMoves an object's turret forward from its center along the centerline.integer0Yes
UnderDoorAnimThe shape drawn beneath a structure's factory door while it unloads.string(empty)Yes
VisibleLoadNo effectParsed cargo-visibility flag that the engine never uses.booleannoYes
VoxelDraws the type from a voxel model rather than from a shape file.booleannoYes
ZShapePointMoveMoves the shared depth shape stamped under a structure, in screen pixels.point (x,y)0,0Yes