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BuildingType

INI referenceRulesBuildingType

Settings read from [<ObjectType ID>].

88 of 88

KeyDescriptionValueWhen omitted
AdjacentHow far this building searches for an eligible anchor while it is being placed.integerNot documented
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 faces north when it digs in and stows its gun before it packs up.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.booleanNot documented
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
CapturableAllows a structure to take the enter cursor and to change hands when an engineer walks in.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 it produces, 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 a barracks measures a produced object's starting position by.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 UnitType a structure hands its owner when it opens for business.classnone
GateMakes the BuildingType a gate that opens for a unit 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 own, placed at the door coordinate.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 carries a swept spotlight beam.booleanno
HasStupidGuardModeEnds an unarmed building's Guard mission at once instead of running its idle handling.booleanyes
HelipadLets a BuildingType accept an aircraft as a docking target and be approached at its docking cell rather than its center.booleanno
HospitalAdmits one damaged infantry at a time and heals it to full strength.booleanno
HoverPadHands the structure a free aircraft as it opens for business.booleanno
ICBMLauncherMarks a deployed structure as an ICBM launcher, which faces east when it digs in.booleanno
InvisibleInGameWhether the structure is drawn at all, offered to the player, or plotted on the radar.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
IsCoreDefenderCarries a structure or a vehicle through an EM pulse untouched, and marks a flagged 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 at any time.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
IsThreatRatingNodeMarks a building upgrade that switches its owner's house onto the per-type threat coefficients.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 exit cell two east and two south of its own, placed at the door coordinate.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 carries.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
RadarWhether the structure can supply the player's radar map.booleanno
RefineryMarks a building as a Tiberium refinery for its dock point and unloading animations.booleanno
SAMRuns the structure on an anti-air firing routine of its own that holds only airborne targets.booleanno
SensorArrayWhether the structure marks the cells around it as sensed, revealing cloaked objects standing there.booleanno
StartFacingThe facing a structure snaps to when its construction animation ends, in eighths of a turn.integer0
StartPitchThe barrel elevation a structure is created with, 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 deployed structure as a tick tank, which faces east and levels its gun as it digs in.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 a voxel model rather than from an animation.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
TurretChargeAnimRateThe delay between frames of a building's turret animation while its weapon charges.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 BuildingType from being sold.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)Context-dependent
VoxelBarrelOffsetToBuildingPivotPointWhere a building's voxel barrel assembly is mounted on the structure.point (x,y,z)Context-dependent
VoxelBarrelOffsetToPitchPivotPointWhere a building's voxel barrel sits once it has elevated.point (x,y,z)Context-dependent
VoxelBarrelOffsetToRotatePivotPointWhere a building's voxel barrel sits once it has turned to face its target.point (x,y,z)Context-dependent
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
WaterBoundPicks the movement kind a type's ground is tested against when it is placed.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