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BuildingType

INI referenceRulesBuildingType

Settings read from [<ObjectType ID>].

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KeyDescriptionValueWhen omitted
AdjacentHow far this building searches for an eligible anchor while it is being placed.integer3
AIBuildThisAllows a computer house to put the BuildingType into the base plan it generates.booleanno
ArmoryAdmits one infantry at a time and promotes it when the servicing delay elapses.booleanno
ArtillaryMarks a deployed structure as artillery, which deploys facing north and returns its barrel and facing to their start values before its vehicle is created.booleanno
BarrelAnimIsVoxelDraws a building's gun barrel from a voxel model over its turret animation.booleanno
BaseNormalWhether this placed building can anchor later building placements.booleanyes
BibOpens the eastern edge of the structure's footprint to vehicles.booleanno
BridgeRepairHutTurns the structure into the one an engineer walks into to rebuild a destroyed bridge.booleanno
CapturableLets an engineer capture the structure, and shows the enter cursor over it.booleanno
CloakGeneratorWhether the structure projects a cloaking field over the cells around it.booleanno
CloakRadiusInCellsThe radius in cells of a cloak generator's field or a sensor array's coverage.integer20
ConstructionYardA BuildingType with this flag animates while a structure it built is going up, refuses ordinary undeploy orders, and starts a computer house's base when an MCV deploys into it.booleanno
DeploySoundThe sound a structure makes as its build-up begins, and the sound played when the player orders a selection to deploy.soundnone
DockUnloadLets a Tiberium harvester dock at a building and unload there.booleanno
EMPulseCannonLets a BuildingType serve as the launch site of an EMPulse superweapon.booleanno
ExitCoordThe offset from its exit cell's center at which a barracks places a produced object.point (x,y,z)0,0,0
FactoryThe kind of object the BuildingType produces.RTTITypenone
FirestormWallWhether the structure is a firestorm wall section, raised and lowered with its house's firestorm defense.booleanno
FreeUnitThe vehicle, infantry or aircraft type a structure gives its owner when its buildup finishes.UnitType, InfantryType or AircraftTypenone
GateMakes the BuildingType a gate that opens for allied units wanting to pass.booleanno
GateCloseDelayThe time in game minutes a gate stands open once its footprint is clear.floating point0
GDIBarracksGives the structure a preferred exit cell one east and two south of its north-west corner, and starts objects leaving through it at the ExitCoord offset.booleanno
HalfDamageSmokeLocation1No effectParsed offset that nothing in the engine reads.point (x,y,z)0,0,0
HalfDamageSmokeLocation2No effectParsed offset that nothing in the engine reads.point (x,y,z)0,0,0
HasSpotlightWhether a structure has a swept spotlight beam.booleanno
HasStupidGuardModeMakes an unarmed building do nothing while on its Guard mission, skipping its idle handling.booleanyes
HelipadLets a BuildingType accept an aircraft as a docking target.booleanno
HospitalAdmits one damaged infantry at a time and heals it to full strength.booleanno
HoverPadGives the structure a free aircraft when it is first built or placed.booleanno
ICBMLauncherMarks a deployed structure as an ICBM launcher, which faces east when it deploys.booleanno
InvisibleInGameHides a structure from every player, keeps it off the radar and out of targeting, and lets units pass through it.booleanno
IsBaseDefenseGives a BuildingType the computed ratings the computer picks base defenses by, or counts a TeamType against its house's defensive team total.booleanno
IsCoreDefenderMakes a vehicle or structure type immune to EM pulses by default, draws the vehicle like a structure, and marks the structure as a deployed vehicle.booleanno
IsJuggernautMarks a deployed structure as a Juggernaut, which stows its gun before it packs up.booleanno
IsLimpetMineMarks a deployed structure as a limpet mine, which vehicles drive over and an EM pulse destroys.booleanno
IsMobileStealthMarks a deployed structure as a mobile stealth generator, one of the kinds treated as a deployed vehicle.booleanno
IsMobileWarMarks a deployed structure as a mobile war factory, which an engineer may work on and which may pack up even where redeploying is off.booleanno
IsPlugRates the structure as an upgrade host when a computer house chooses an ion cannon target.booleanno
IsTempleRates the structure as a temple when a computer house chooses an ion cannon target.booleanno
IsThreatRatingNodeNo effectMarks a building upgrade meant to put its house on the per-type threat coefficients, which every house already uses.booleanno
LaserFenceWhether the structure is a laser fence segment that a fence post lays, energizes and removes.booleanno
LaserFencePostWhether the structure anchors laser fence segments run out from it.booleanno
LightBlueTintThe blue the glow of a structure adds to the cells it reaches.floating point1000
LightGreenTintThe green the glow of a structure adds to the cells it reaches.floating point1000
LightIntensityThe brightness of the glow a structure casts over the ground around it.floating point0
LightRedTintThe red the glow of a structure adds to the cells it reaches.floating point1000
LightVisibilityThe radius, in leptons, that a structure's glow reaches.integer5000
NODBarracksGives the structure a preferred door cell for leaving objects, two east and two south of its foundation's north-west corner.booleanno
NukeSiloWhether the structure can serve as the launch site of a MultiMissile or ChemMissile superweapon.booleanno
PlaceAnywherePasses every placement legality test without examining a single cell.booleanno
PowerPower a BuildingType contributes to its house, negative for consumption, or the damage a Tiberium type deals.integer0
PoweredWhether the structure stops working while its house cannot meet its drain.booleanno
PowersUpBuildingThe ObjectType ID of the structure this type plugs into as an upgrade.stringnone
PowersUpToLevelHow many upgrade slots the plug consumes at once, or -1 for one slot in the next free position.integer-1
ProduceCashAmountThe credits a structure pays its owner each interval, taken from them instead when the figure is negative.integer0
ProduceCashBudgetThe total one structure produces, counted without regard to sign, before it stops.integer0
ProduceCashDelayThe frames between one structure's cash payments, and the switch that turns them on at all.integer0
ProduceCashResetOnCaptureHands each new owner of a cash-producing structure a fresh budget, reviving one that had already spent it.booleanno
ProduceCashStartupThe credits paid to a house that captures the structure from a neutral house.integer0
ProduceCashStartupOneTimeLimits a structure's capture bonus to the first time it is paid, however often the structure changes hands afterward.booleanno
RadarWhether the structure can supply the player's radar map.booleanno
RefineryMarks a structure as a Tiberium refinery, which decides when its production animation plays for a docked harvester.booleanno
SAMGives a defense an anti-aircraft attack routine that keeps only airborne targets.booleanno
SensorArrayWhether the structure marks the cells around it as sensed, revealing cloaked objects standing there.booleanno
SortCameoAsBaseDefenseSorts a BuildingType's cameo into the base-defense group of the structures strip.booleanInherited
StartFacingThe facing a structure snaps to when its construction animation ends, in eighths of a turn.integer0
StartPitchThe barrel elevation a Juggernaut or artillery structure returns to before it packs up, in eighths of a turn, where 2 is level.integer2
SuperWeaponThe superweapon a standing structure of this type grants its owner.SuperWeaponTypenone
SuperWeapon2A second superweapon a standing structure of this type grants its owner.SuperWeaponTypenone
TickTankMarks a structure as the deployed form of a tick tank, which digs in facing east.booleanno
TogglePowerWhether the player may switch this structure on and off.booleanyes
TurretAnimThe animation a building's turret is drawn from, or the voxel model that replaces it.string(empty)
TurretAnimDamagedThe turret animation a building shows once it is damaged.stringComputed
TurretAnimIsExclusiveRuns a building's turret animation only while its weapon is charging, in place of its second active animation.booleanno
TurretAnimIsVoxelDraws a building's turret from voxel models named by TurretAnim.booleanno
TurretAnimXThe horizontal screen offset from a building's artwork to its turret.integer0
TurretAnimYThe vertical screen offset from a building's artwork to its turret.integer0
TurretAnimYSortThe bias added to where a building's turret animation falls in the draw order.integer0
TurretAnimZAdjustThe depth bias a building's turret art is drawn with.integer0
TurretChargeAnimRateHow many game frames each step of a building's weapon charge takes.integer3
UndeploySoundThe sound a structure makes as its deconstruction starts.soundnone
UnitReloadMakes the building rearm the object docked with it, one ammunition point at a time.booleanno
UnitRepairMakes the building take in one vehicle or aircraft at a time and repair it for credits.booleanno
UnsellablePrevents the player from selling the BuildingType's structures.booleanno
UpgradesHow many upgrade plugs the structure accepts.integer0
VoxelBarrelFileThe voxel model a building's gun barrel is drawn from.string(empty)
VoxelBarrelOffsetToBarrelEndWhere a building with a voxel barrel creates its shots.point (x,y,z)0,0,0
VoxelBarrelOffsetToBuildingPivotPointWhere a building's voxel barrel assembly is mounted on the structure.point (x,y,z)0,0,0
VoxelBarrelOffsetToPitchPivotPointWhere a building's voxel barrel sits once it has elevated.point (x,y,z)0,0,0
VoxelBarrelOffsetToRotatePivotPointWhere a building's voxel barrel sits once it has turned to face its target.point (x,y,z)0,0,0
VoxelBarrelScaleThe size a building's voxel barrel is drawn at, as a multiple of the model's own.floating point1.0
WallTurns a BuildingType into a wall segment, marks an OverlayType as wall, or lets a WarheadType destroy walls.booleanno
WaterBoundMakes a BuildingType or TerrainType stand on ground that floating objects can cross, in place of land.booleanno
WeaponsFactorySends a finished object out through a door sequence instead of an ordinary exit cell.booleanno
WeederMakes a BuildingType the structure vein harvesters dock at, or a UnitType a vein harvester.booleanno