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TechnoType

INI referenceRulesTechnoType

Settings read from [<ObjectType ID>].

112 of 112

KeyDescriptionValueWhen omitted
AcceleratesMakes a driving vehicle ease up to speed and brake as it nears its destination.booleanyes
AccelerationFactorThe amount a vehicle's throttle climbs by on each movement step while it is speeding up.floating point.03
AllowedToStartInMultiplayerLets a vehicle or infantry type appear in the starting forces each house receives outside a campaign or on a generated map.booleanyes
AmmoThe number of shots a runtime instance holds, or the number of visitors a hospital or armory can admit.integer-1
AutoCrushNo effectA parsed per-type flag that nothing acts on, and the IQ at which a computer house starts running things over.booleanno
AuxSound1The sound a structure makes as its build-up starts, and the sound a flying object makes as it takes off.soundnone
AuxSound2The sound a structure makes as it starts folding away, and the sound a flying object makes as it comes in to land.soundnone
BuildLimitThe cap on how many of the type a house may build, with the sign choosing which tally it is compared against.integer2147483647
CameoSortOrderOrders a type's sidebar cameo among the cameos of the same kind.integer0
CategoryClassifies an object, which the dropship loadout screen reads to keep civilians off its purchase list.CategoryTypenone
CloakableWhether an object of this type hides itself and recovers its cloak on its own.booleanno
CloakingSpeedThe number of game frames an object spends on each stage of its cloaking fade.integer7
CloakStopWhether the object must come to a halt before it may start hiding.booleanno
CollateralDamageCoefficientMultiplies a destroyed object's maximum strength to give the collateral figure that sizes its death explosion.floating pointContext-dependent
CostThe credit price of one object of this type, or the multiplier a country or a difficulty applies to every price it pays.integer0
CrewedAllows a structure or vehicle of the type to release surviving infantry when it is destroyed, or when a structure is sold.booleanno
CrusherLets a vehicle drive over crushable objects and walls instead of being blocked by them.booleanno
DamageParticleSystemsThe particle systems a damaged object gives off, sorted into sparks and smoke by their own behavior.list of ParticleSystemTypes(empty)
DamageSmokeOffsetWhere a damaged object's spark and smoke systems are anchored, relative to the object.offset (x,y,z)0,0,0
DeaccelerationFactorHow hard a vehicle brakes. Each frame its throttle drops by this figure times its top speed.floating point.002
DebrisMaximumsThe largest number of pieces each debris type may contribute, one figure per entry.list of integers(empty)
DebrisTypesThe voxel wreckage a destroyed object throws, spent in list order against its debris budget.list of VoxelAnimTypes(empty)
DeploysIntoThe BuildingType a vehicle turns into when it is given the deploy order.classnone
DeployTimeHow long a gate or a factory door takes to open or close, in game minutes.floating point0
DetectDisguiseLets an object see a disguised soldier for what it is when it scans for a target.booleanno
DisableableNo effectParsed flag that the engine never uses.booleanyes
DockBuildingTypes an object returns to for docking.list of BuildingTypesnone
DoubleOwnedOpens the type's production to every country, outside campaign games only.booleanno
EliteThe WeaponType an elite object fires in place of its primary.classnone
EliteAbilitiesThe abilities an object of this type gains at elite rank, on top of its veteran abilities.abilities(empty)
ExplodesBlasts the surroundings when an object of this type is destroyed, or detonates an overlay when any explosion reaches its cell.booleanno
ExplosionThe explosion animations a destroyed vehicle, structure or aircraft plays.list of AnimTypes(empty)
FlightLevelThe cruising altitude a type flies at, or the rules-wide altitude used by anything that names none of its own.integer-1
GuardRangeThe distance in cells an object scans for targets while guarding, overriding its weapon range.distance (cells)0
HunterSeekerMarks a type as a hunter-seeker drone, or names the drone a side's hunter-seeker superweapon launches.booleanno
ImmuneToEMPStops an EM pulse from stunning, powering off, downing or destroying objects of this type.booleanContext-dependent
ImmuneToVeinsExempts the object type from vein damage.booleanno
InvisibleHides the object from every player except its owner, and keeps it off the radar.booleanno
IsDropshipFlies an aircraft as a heavy transport that raises its nose on approach instead of banking.booleanno
IsTrainMarks a vehicle as rolling stock, which changes how it finds a path, what blocks it and when it may leave the map.booleanno
IsVehicleTransportLets units board this transport, not just infantry.booleanno
LightningRodRaises the type's chance of being picked as the target of an ion storm lightning bolt.booleanno
LocomotorThe class identifier of the locomotion object created to move each instance of the type.Locomotor class identifier{4A582747-9839-11D1-B709-00A024DDAFD1}
ManualReloadHas a service depot refill a vehicle's ammunition for free, and stops firing from starting its reload delay.booleanno
MaxDebrisThe number of pieces of wreckage a destroyed object may throw.integer0
MaxPipsHow many pips a selected object's pip row holds.integerContext-dependent
MechanicTurns a healing weapon away from infantry and onto vehicles.booleanno
MovementZoneSelects which terrain the type can cross when the game decides whether it can reach a cell.mzonetypeNormal
MoveToShroudWhether the type accepts an order onto ground that is still under the shroud.booleanyes
MyEffectivenessCoefficientWeights a candidate target by how much damage this object's warhead does to that candidate's armor.floating pointComputed
NaturalParticleLocationWhere a structure's continuous particle plume sits, relative to the structure.offset (x,y,z)0,0,0
NaturalParticleSystemA particle system a structure runs continuously from the moment it appears.classnone
NoAutoFireStops a human-owned object of this type from picking targets on its own.booleanno
NominalShows the type's real name to a player it is not allied with, instead of a generic label.booleanno
OmniHealerLets a healing weapon mend infantry and vehicles alike.booleanno
OwnerThe countries that may own the type.list of HouseTypes(empty)
PassengersHow much passenger space the type can carry at once.integer0
PhysicalSizeNo effectParsed figure that the engine never uses.floating point2
PipScaleThe quantity the pip row under a selected object counts, and how many pips that row has.PipScaleTypenone
PitchAngleThe angle in degrees an aircraft drops its nose by while it is flying fast enough.floating point20
PitchSpeedThe throttle an aircraft must be above before it pitches and banks.floating point.25
PointsNo effectParsed score value that the engine never uses.integer0
PrerequisiteThe structures a house must own before the type appears on its build list.list of BuildingTypes(empty)
PrimaryThe WeaponType in the object type's first weapon slot.classnone
RadarVisibleWhether the object is plotted on the radar map under every condition.booleanno
RepairableAllows a structure to be repaired with the wrench, worked on by an engineer, and treated as a building by a commando.booleanyes
RollAngleThe angle in degrees an aircraft banks by while it is turning.floating point30
ROTThe rate an object's body and turret turn at, or the rate a homing projectile steers at.integer0
ScrapExplosionThe animations a destroyed object leaves behind while scrap wreckage is switched on.list of AnimTypes(empty)
SecondaryThe WeaponType in the object type's second weapon slot.classnone
SelfHealingMends the object a step at a time while it is below its self-healing ceiling.booleanno
SelfHealingCapThe share of maximum strength at which this type stops healing itself.floating point-1
SelfHealingRateThe interval between this type's self-healing ticks.floating point-1
SelfHealingStepThe strength one self-healing tick restores to this type.integer-1
SensorsWhether the object reveals a nearby hidden object belonging to a house its owner does not consider allied.booleanContext-dependent
SightRadius in cells that the type reveals around itself for its owner.integer0
SizeHow much room an object takes up inside a transport, or on a scenario the width and height of the playfield.integer1
SizeLimitThe largest single passenger a transport will accept.integer1
SlowdownDistanceHow far short of its destination an object begins slowing down, in leptons.integer500
SoylentA fixed number of credits that selling an object of this type refunds.integer-1
SpecialThreatValueA per-type figure that TargetSpecialThreatCoefficient scales into a candidate's threat score.floating point0
SpeedThe top travel speed of an object type, the launch speed of a weapon's projectile, or the travel ceiling every jumpjet unit shares.integer0
StorageUnits of Tiberium an object can hold.integer0
TargetDistanceCoefficientWeights a candidate target by how far beyond weapon range it lies, and not at all inside it.floating pointComputed
TargetEffectivenessCoefficientWeights a candidate target by how much damage that candidate's warhead does to this object's armor.floating pointComputed
TargetLaserDraws a sighting line from a firing vehicle to where its shot is aimed.booleanno
TargetSpecialThreatCoefficientWeights a candidate target by the SpecialThreatValue of that candidate's type.floating pointComputed
TargetStrengthCoefficientWeights a candidate target by how much of its maximum strength it still has.floating pointComputed
TechLevelThe level an object type requires, the level a house holds, the starting value of the tech level setting for skirmish and network games, or a TeamType level that nothing reads.integer255
ThreatAvoidanceCoefficientHow heavily the type weighs the region threat figures when the pathfinder prices a route.floating point0
ThreatPosedHow much danger the type represents, used by the region threat map and base-defense call-ups.integer0
TiberiumHealWhether an object mends itself while standing on Tiberium, and how often every such object is mended.booleanno
TiltsWhenCrushesMakes a crushing vehicle tilt as it drives into a sandbag wall.booleanyes
ToProtectWhether damage to the object makes its computer house call defenders back to it.booleanno
TrainableAllows an object of this type to accumulate experience from kills and receive veterancy-crate promotions.booleanContext-dependent
TurretGives a vehicle a turret that aims independently of its hull, and makes a structure turn toward its target before firing.booleanno
TurretSpinsMakes a vehicle's turret rotate continuously instead of holding an aim.booleanno
TypeImmuneStops an object taking damage from any object of exactly its own type and house, including itself.booleanno
UndeploysIntoThe UnitType a structure turns back into when it is taken down.classnone
UnloadingClassThe vehicle type a harvester of this type is drawn as while it unloads at a dock.classnone
VeteranAbilitiesThe abilities an object of this type gains at veteran rank and keeps at elite.abilities(empty)
VoiceAttackThe responses an object speaks when the player orders it to attack.list of sounds(empty)
VoiceDieThe responses an object speaks as it is destroyed.list of sounds(empty)
VoiceFeedbackThe responses an object speaks on the hit that takes it below half strength.list of sounds(empty)
VoiceMoveThe responses a unit speaks when the player gives it an order other than an attack.list of sounds(empty)
VoiceSelectThe responses an object speaks when it is selected.list of sounds(empty)
WalkRateThe number of game frames between steps of a moving object's animation count.integer1
WeightHow strongly an object resists being rocked, and how heavily it presses on ice.floating point1
ZFudgeBridgeThe depth bias applied to an object while it is under a bridge.integer0
ZFudgeCliffThe depth bias applied to an object standing at the foot of a cliff.integer10
ZFudgeColumnThe depth bias applied to an object passing a bridge support column.integer5
ZFudgeTunnelThe depth bias applied to an object standing at a tunnel mouth.integer10