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BulletType

INI referenceRulesBulletType

Settings read from [<ObjectType ID>].

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KeyDescriptionValueWhen omitted
AAAllows the projectile to be fired at targets that are in the air.booleanno
AccelerationHow quickly a homing projectile, a jumpjet unit or a levitating unit changes speed.integer3
AGAllows the projectile to be fired at targets that are on the ground.booleanyes
AirburstHolds a homing projectile at cruising height so that it goes off above its target rather than diving onto it.booleanno
AirburstWeaponThe WeaponType supplying the bomblets a splitting projectile releases.classnone
ArcingAims the weapon by solving a ballistic arc to the target instead of pointing straight at it.booleanno
ArmHow long after launch a projectile's proximity fuse is held shut, in game frames.integer0
AVNarrows the target categories the weapon contributes to a scan down to vehicles alone.booleanno
BouncyLets a ballistic projectile rebound off the surface it lands on instead of detonating there.booleanno
ClusterThe number of blasts an ordinary projectile delivers, or the number of bomblets a splitting one releases.integer1
ColorColor scheme, named for a projectile, house, or Tiberium type and stored as a list index for the preferred multiplayer color.colour schemeComputed
DegeneratesBleeds a point of damage off the projectile for every game frame it stays in flight.booleanno
DroppingMarks the projectile as a bomb that falls from a height rather than flying to its target.booleanno
ElasticityThe fraction of its speed a bouncing object keeps when it rebounds off a surface.floating point.75
FloaterHalves the gravity the projectile is flown and aimed under.booleanno
HighMarks an overlay tall enough to stop low-flying fire, or a projectile that flies over such an overlay.booleanno
InaccurateScatters the aim point of an arcing shot before its arc is solved.booleanno
InvisoRemoves the flight entirely — the projectile appears at its target the moment it is fired and is never drawn.booleanno
ProximityNo effectParsed flag that the engine never uses.booleanno
RangedGives the projectile a fuel supply, detonating it once it has flown the firing weapon's projectile range.booleanno
RetargetAccuracyThe chance that a bomblet from a splitting projectile keeps the carrier's own target.floating point0
ROTThe rate an object's body and turret turn at, or the rate a homing projectile steers at.integer0
ShadowNo effectParsed flag that the engine never uses.booleanyes
SplitsBreaks the projectile into a burst of bomblets when it detonates.booleanContext-dependent
VeryHighRaises a homing projectile's cruising clearance and delays the dive onto its target.booleanno