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UnitType

INI referenceArtUnitType

Settings read from [<Image ID>].

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KeyDescriptionValueWhen omittedImage-selected section
CameoThe SHP file drawn as an object's sidebar cameo.string(empty)Yes
DeathFrameRateThe number of game frames each frame of a vehicle's wreck animation is held for.integer1Yes
DeathFramesThe number of frames in the wreck animation a destroyed shape-drawn vehicle plays before it explodes.integer0Yes
FacingsThe number of facing blocks a shape-drawn vehicle's artwork is cut into.integerComputedYes
FireAngleThe resting elevation of the object's barrel.angleNot documentedYes
FiringFramesThe number of frames in one facing's firing animation of a shape-drawn vehicle.integer0Yes
FiringSyncFrame1The countdown value at which the first round of a burst leaves a shape-drawn vehicle.integer-1Yes
FiringSyncFrame2The countdown value at which the second round of a burst leaves a shape-drawn vehicle.integer-1Yes
MaxDeathCounterThe number of game frames a destroyed shape-drawn vehicle lingers as a wreck before it explodes.integerComputedYes
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
PBarrelLengthHow far out along the first weapon's barrel its muzzle sits.integer0Yes
PBarrelThicknessRaises the point the first weapon's barrel pivots about.integer0Yes
PrimaryFireFLHThe offset from an object's center that its first weapon fires from.point (x,y,z)0,0,0Yes
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
ShadowIndexSelects the voxel section a vehicle casts its shadow from.integer0Yes
StandingFramesThe number of frames in one facing's standing artwork of a shape-drawn vehicle.integerComputedYes
StartDeathFrameThe frame a shape-drawn vehicle's wreck animation begins at.integerComputedYes
StartFiringFrameThe frame a shape-drawn vehicle's firing animation begins at.integerComputedYes
StartStandFrameThe frame a shape-drawn vehicle's standing artwork begins at.integerComputedYes
StartWalkFrameThe frame a shape-drawn vehicle's walking animation begins at.integer0Yes
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
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
UseTurretShadowNo effectParsed shadow flag that the engine never uses.booleannoYes
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
WalkFramesThe number of frames in one facing's walking animation of a shape-drawn vehicle.integer12Yes