BuildingType
Settings read from [<ObjectType ID>].
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| Key | Description | Value | When omitted |
|---|---|---|---|
Adjacent | How far this building searches for an eligible anchor while it is being placed. | integer | Not documented |
AIBuildThis | Allows a computer house to put the BuildingType into the base plan it generates. | boolean | no |
Armory | Admits one infantry at a time and promotes it when the servicing delay elapses. | boolean | no |
Artillary | Marks a deployed structure as artillery, which faces north when it digs in and stows its gun before it packs up. | boolean | no |
BarrelAnimIsVoxel | Draws a building's gun barrel from a voxel model over its turret animation. | boolean | no |
BaseNormal | Whether this placed building can anchor later building placements. | boolean | Not documented |
Bib | Opens the eastern edge of the structure's footprint to vehicles. | boolean | no |
BridgeRepairHut | Turns the structure into the one an engineer walks into to rebuild a destroyed bridge. | boolean | no |
Capturable | Allows a structure to take the enter cursor and to change hands when an engineer walks in. | boolean | no |
CloakGenerator | Whether the structure projects a cloaking field over the cells around it. | boolean | no |
CloakRadiusInCells | The radius in cells of a cloak generator's field or a sensor array's coverage. | integer | 20 |
ConstructionYard | A BuildingType with this flag animates while it produces, refuses ordinary undeploy orders, and starts a computer house's base when an MCV deploys into it. | boolean | no |
DeploySound | The sound a structure makes as its build-up begins, and the sound played when the player orders a selection to deploy. | sound | none |
DockUnload | Lets a Tiberium harvester dock at a building and unload there. | boolean | no |
EMPulseCannon | Lets a BuildingType serve as the launch site of an EMPulse superweapon. | boolean | no |
ExitCoord | The offset a barracks measures a produced object's starting position by. | point (x,y,z) | 0,0,0 |
Factory | The kind of object the BuildingType produces. | RTTIType | none |
FirestormWall | Whether the structure is a firestorm wall section, raised and lowered with its house's firestorm defense. | boolean | no |
FreeUnit | The UnitType a structure hands its owner when it opens for business. | class | none |
Gate | Makes the BuildingType a gate that opens for a unit wanting to pass. | boolean | no |
GateCloseDelay | The time in game minutes a gate stands open once its footprint is clear. | floating point | 0 |
GDIBarracks | Gives the structure a preferred exit cell one east and two south of its own, placed at the door coordinate. | boolean | no |
HalfDamageSmokeLocation1No effect | Parsed offset that nothing in the engine reads. | point (x,y,z) | 0,0,0 |
HalfDamageSmokeLocation2No effect | Parsed offset that nothing in the engine reads. | point (x,y,z) | 0,0,0 |
HasSpotlight | Whether a structure carries a swept spotlight beam. | boolean | no |
HasStupidGuardMode | Ends an unarmed building's Guard mission at once instead of running its idle handling. | boolean | yes |
Helipad | Lets a BuildingType accept an aircraft as a docking target and be approached at its docking cell rather than its center. | boolean | no |
Hospital | Admits one damaged infantry at a time and heals it to full strength. | boolean | no |
HoverPad | Hands the structure a free aircraft as it opens for business. | boolean | no |
ICBMLauncher | Marks a deployed structure as an ICBM launcher, which faces east when it digs in. | boolean | no |
InvisibleInGame | Whether the structure is drawn at all, offered to the player, or plotted on the radar. | boolean | no |
IsBaseDefense | Gives a BuildingType the computed ratings the computer picks base defenses by, or counts a TeamType against its house's defensive team total. | boolean | no |
IsCoreDefender | Carries a structure or a vehicle through an EM pulse untouched, and marks a flagged structure as a deployed vehicle. | boolean | no |
IsJuggernaut | Marks a deployed structure as a Juggernaut, which stows its gun before it packs up. | boolean | no |
IsLimpetMine | Marks a deployed structure as a limpet mine, which vehicles drive over and an EM pulse destroys. | boolean | no |
IsMobileStealth | Marks a deployed structure as a mobile stealth generator, one of the kinds treated as a deployed vehicle. | boolean | no |
IsMobileWar | Marks a deployed structure as a mobile war factory, which an engineer may work on and which may pack up at any time. | boolean | no |
IsPlug | Rates the structure as an upgrade host when a computer house chooses an ion cannon target. | boolean | no |
IsTemple | Rates the structure as a temple when a computer house chooses an ion cannon target. | boolean | no |
IsThreatRatingNode | Marks a building upgrade that switches its owner's house onto the per-type threat coefficients. | boolean | no |
LaserFence | Whether the structure is a laser fence segment that a fence post lays, energizes and removes. | boolean | no |
LaserFencePost | Whether the structure anchors laser fence segments run out from it. | boolean | no |
LightBlueTint | The blue the glow of a structure adds to the cells it reaches. | floating point | 1000 |
LightGreenTint | The green the glow of a structure adds to the cells it reaches. | floating point | 1000 |
LightIntensity | The brightness of the glow a structure casts over the ground around it. | floating point | 0 |
LightRedTint | The red the glow of a structure adds to the cells it reaches. | floating point | 1000 |
LightVisibility | The radius, in leptons, that a structure's glow reaches. | integer | 5000 |
NODBarracks | Gives the structure a preferred exit cell two east and two south of its own, placed at the door coordinate. | boolean | no |
NukeSilo | Whether the structure can serve as the launch site of a MultiMissile or ChemMissile superweapon. | boolean | no |
PlaceAnywhere | Passes every placement legality test without examining a single cell. | boolean | no |
Power | Power a BuildingType contributes to its house, negative for consumption, or the damage a Tiberium type carries. | integer | 0 |
Powered | Whether the structure stops working while its house cannot meet its drain. | boolean | no |
PowersUpBuilding | The ObjectType ID of the structure this type plugs into as an upgrade. | string | none |
PowersUpToLevel | How many upgrade slots the plug consumes at once, or -1 for one slot in the next free position. | integer | -1 |
Radar | Whether the structure can supply the player's radar map. | boolean | no |
Refinery | Marks a building as a Tiberium refinery for its dock point and unloading animations. | boolean | no |
SAM | Runs the structure on an anti-air firing routine of its own that holds only airborne targets. | boolean | no |
SensorArray | Whether the structure marks the cells around it as sensed, revealing cloaked objects standing there. | boolean | no |
StartFacing | The facing a structure snaps to when its construction animation ends, in eighths of a turn. | integer | 0 |
StartPitch | The barrel elevation a structure is created with, in eighths of a turn, where 2 is level. | integer | 2 |
SuperWeapon | The superweapon a standing structure of this type grants its owner. | SuperWeaponType | none |
SuperWeapon2 | A second superweapon a standing structure of this type grants its owner. | SuperWeaponType | none |
TickTank | Marks a deployed structure as a tick tank, which faces east and levels its gun as it digs in. | boolean | no |
TogglePower | Whether the player may switch this structure on and off. | boolean | yes |
TurretAnim | The animation a building's turret is drawn from, or the voxel model that replaces it. | string | (empty) |
TurretAnimDamaged | The turret animation a building shows once it is damaged. | string | Computed |
TurretAnimIsExclusive | Runs a building's turret animation only while its weapon is charging, in place of its second active animation. | boolean | no |
TurretAnimIsVoxel | Draws a building's turret from a voxel model rather than from an animation. | boolean | no |
TurretAnimX | The horizontal screen offset from a building's artwork to its turret. | integer | 0 |
TurretAnimY | The vertical screen offset from a building's artwork to its turret. | integer | 0 |
TurretAnimYSort | The bias added to where a building's turret animation falls in the draw order. | integer | 0 |
TurretAnimZAdjust | The depth bias a building's turret art is drawn with. | integer | 0 |
TurretChargeAnimRate | The delay between frames of a building's turret animation while its weapon charges. | integer | 3 |
UndeploySound | The sound a structure makes as its deconstruction starts. | sound | none |
UnitReload | Makes the building rearm the object docked with it, one ammunition point at a time. | boolean | no |
UnitRepair | Makes the building take in one vehicle or aircraft at a time and repair it for credits. | boolean | no |
Unsellable | Prevents the BuildingType from being sold. | boolean | no |
Upgrades | How many upgrade plugs the structure accepts. | integer | 0 |
VoxelBarrelFile | The voxel model a building's gun barrel is drawn from. | string | (empty) |
VoxelBarrelOffsetToBarrelEnd | Where a building with a voxel barrel creates its shots. | point (x,y,z) | Context-dependent |
VoxelBarrelOffsetToBuildingPivotPoint | Where a building's voxel barrel assembly is mounted on the structure. | point (x,y,z) | Context-dependent |
VoxelBarrelOffsetToPitchPivotPoint | Where a building's voxel barrel sits once it has elevated. | point (x,y,z) | Context-dependent |
VoxelBarrelOffsetToRotatePivotPoint | Where a building's voxel barrel sits once it has turned to face its target. | point (x,y,z) | Context-dependent |
VoxelBarrelScale | The size a building's voxel barrel is drawn at, as a multiple of the model's own. | floating point | 1.0 |
Wall | Turns a BuildingType into a wall segment, marks an OverlayType as wall, or lets a WarheadType destroy walls. | boolean | no |
WaterBound | Picks the movement kind a type's ground is tested against when it is placed. | boolean | no |
WeaponsFactory | Sends a finished object out through a door sequence instead of an ordinary exit cell. | boolean | no |
Weeder | Makes a BuildingType the structure vein harvesters dock at, or a UnitType a vein harvester. | boolean | no |
No keys match the current filters.