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[CombatDamage]

INI referenceRules[CombatDamage]

Settings read from [CombatDamage].

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KeyDescriptionValueWhen omitted
AmmoCrateDamageRaw damage of the blast an exploding overlay leaves behind when it is set off.integer100
AtomDamageNo effectRaw damage of a fallback nuclear blast that never occurs in play.integer1000
BallisticScatterHow far an inaccurate arcing shot has its aim point thrown off.distance (cells)1
BerzerkAllowedWhether a cyborg turns berserk when a hit takes it below half strength.booleanno
BridgeStrengthHow hard a bridge is to bring down, and the damage a demolition charge does to one.integer1000
C4DelayThe delay in minutes between arming a demolition charge and its detonation.floating point.03
C4WarheadThe warhead used for damage that no weapon deals, such as a demolition charge.classnone
CollapseChancePercent chance that a destroyable cliff comes down when something reaches its cell.integer100
CratersNo effectParsed smudge list that the engine never uses.typelist(empty)
CrushHow close a crushable target must be before a crusher drives over it instead of shooting.distance (cells)1.5
DefaultDebrisSmokeSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultFirestormExplosionSystemThe ParticleSystemType spawned in place of the usual explosion when the firestorm warhead destroys a vehicle or aircraft.classnone
DefaultFireStreamSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultLargeGreySmokeSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultLargeRedSmokeSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultRepairParticleSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultSmallGreySmokeSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultSmallRedSmokeSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultSparkSystemNo effectParsed particle system name that the engine never uses.classnone
DefaultTestParticleSystemNo effectParsed particle system name that the engine never uses.classnone
ExpSpreadDivisor that turns an exploding object's collateral damage into the radius of its death blast.floating point.5
FirestormWarheadThe WarheadType a raised firestorm wall destroys objects with.classnone
FireSupressHow far around a candidate target allied buildings are searched for when the firing weapon suppresses friendly fire.distance (cells)1
FlameDamageThe warhead a napalm crate's damage uses.classnone
FlameDamage2The warhead every damaging animation delivers its damage through.classnone
HomingScatterNo effectParsed scatter distance that the engine never uses.distance (cells)2
IncomingThe projectile speed below which infantry fire can make the target cell's occupants scatter.speed0
IonCannonDamageThe raw damage an ion cannon blast applies, and the strength ceiling the computer rates a target against.integer700
IonCannonWarheadThe WarheadType an ion cannon blast applies its damage through.classnone
MaxDamageThe most strength one object can lose to one hit of ordinary damage.integer1000
MinDamageThe smallest damage a warhead may deal to a target close to the impact.integer1
PlayerAutoCrushNo effectParsed crushing permission that the engine never uses.booleanno
PlayerReturnFireLets human-owned objects fire back automatically outside the guard missions.booleanno
PlayerScatterLets objects scatter on their own, including those a player commands.booleanno
RailgunDamageRadiusHow far an object's center may stand from a railgun beam and still be caught by it.integer128
ScorchesNo effectParsed smudge list that the engine never uses.typelist(empty)
Scorches1No effectParsed smudge list that the engine never uses.typelist(empty)
Scorches2No effectParsed smudge list that the engine never uses.typelist(empty)
Scorches3No effectParsed smudge list that the engine never uses.typelist(empty)
Scorches4No effectParsed smudge list that the engine never uses.typelist(empty)
SplashListThe animations played where something comes down in water.typelist(empty)
TiberiumExplosionDamageDamage a Tiberium chain-reaction animation deals where it stands.integer100
TiberiumExplosiveMakes a destroyed harvester detonate its load; the scenario flag of the same name is stored and never read.booleanno
TiberiumStrengthNo effectParsed damage figure that the engine never uses.integer10
TreeTargetingWhether the attack cursor appears over terrain objects such as trees without the force-fire modifier held.booleanno
TurboBoostNo effectRed Alert leftover that the engine parses and never uses.floating point1.5
VeinholeWarheadWarheadType vein damage is applied with.classnone