[CombatDamage]
Settings read from [CombatDamage].
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| Key | Description | Value | When omitted |
|---|---|---|---|
AmmoCrateDamage | Raw damage of the blast an exploding overlay leaves behind when it is set off. | integer | 100 |
AtomDamageNo effect | Raw damage of a wide-area nuclear blast that nothing in play reaches. | integer | 1000 |
BallisticScatter | How far an inaccurate arcing shot has its aim point thrown off. | distance (cells) | 1 |
BerzerkAllowed | Whether a cyborg turns berserk when a hit takes it below half strength. | boolean | no |
BridgeStrength | How hard a bridge is to bring down, and the damage a demolition charge does to one. | integer | 1000 |
C4Delay | The delay in minutes between arming a demolition charge and its detonation. | floating point | .03 |
C4Warhead | The WarheadType behind damage the engine deals without a weapon to draw one from. | class | none |
CollapseChance | Percent chance that a destroyable cliff comes down when something reaches its cell. | integer | 100 |
CratersNo effect | Parsed smudge list that the engine never uses. | typelist | (empty) |
Crush | How close a crushable target must be before a crusher drives over it instead of shooting. | distance (cells) | 1.5 |
DefaultDebrisSmokeSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultFirestormExplosionSystem | The ParticleSystemType spawned in place of the usual explosion when the firestorm warhead destroys a unit or aircraft. | class | none |
DefaultFireStreamSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultLargeGreySmokeSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultLargeRedSmokeSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultRepairParticleSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultSmallGreySmokeSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultSmallRedSmokeSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultSparkSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
DefaultTestParticleSystemNo effect | Parsed particle system name that the engine never uses. | class | none |
ExpSpread | Divisor that turns an exploding object's collateral damage into the radius of its death blast. | floating point | .5 |
FirestormWarhead | The WarheadType a raised firestorm wall destroys objects with. | class | none |
FireSupress | How far around a candidate target allied buildings are searched for when the firing weapon suppresses friendly fire. | distance (cells) | 1 |
FlameDamage | The warhead a napalm crate's blast carries. | class | none |
FlameDamage2 | The warhead every damaging animation delivers its damage through. | class | none |
HomingScatterNo effect | Parsed scatter distance that the engine never uses. | distance (cells) | 2 |
Incoming | The projectile speed below which infantry fire sends the target cell's occupants running for cover. | speed | 0 |
IonCannonDamage | The raw damage an ion cannon blast applies, and the strength ceiling the computer rates a target against. | integer | 700 |
IonCannonWarhead | The WarheadType an ion cannon blast applies its damage through. | class | none |
MaxDamage | The ceiling one application of damage is held to once armor and distance have been taken into account. | integer | 1000 |
MinDamage | The smallest damage a warhead may deal to a target close to the impact. | integer | 1 |
PlayerAutoCrushNo effect | Parsed crushing permission that the engine never uses. | boolean | no |
PlayerReturnFire | Lets human-owned objects fire back automatically outside the guard missions. | boolean | no |
PlayerScatter | Whether the objects a person commands scatter of their own accord. | boolean | no |
RailgunDamageRadius | How far an object's center may stand from a railgun beam and still be caught by it. | integer | 128 |
ScorchesNo effect | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches1No effect | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches2No effect | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches3No effect | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches4No effect | Parsed smudge list that the engine never uses. | typelist | (empty) |
SplashList | The animations played where something comes down in water. | typelist | (empty) |
TiberiumExplosionDamage | Damage a Tiberium chain-reaction animation deals where it stands. | integer | 100 |
TiberiumExplosive | Makes a destroyed harvester detonate its load; the scenario flag of the same name is stored and never read. | boolean | no |
TiberiumStrengthNo effect | Parsed damage figure that the engine never uses. | integer | 10 |
TreeTargeting | Whether the attack cursor appears over trees without the force-fire modifier held. | boolean | no |
TurboBoostNo effect | Red Alert leftover that the engine parses and never uses. | floating point | 1.5 |
VeinholeWarhead | WarheadType vein damage is applied with. | class | none |
No keys match the current filters.