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TechnoType

INI referenceRulesTechnoType

Settings read from [<ObjectType ID>].

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KeyDescriptionValueWhen omitted
AcceleratesMakes a driving vehicle ease up to speed and brake as it nears its destination.booleanyes
AccelerationFactorThe step a vehicle's throttle climbs by each frame while it is speeding up.floating point.03
AllowedToStartInMultiplayerLets a vehicle or infantry type appear among the units each house is handed at a multiplayer start.booleanyes
AmmoThe number of shots a runtime instance carries, 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
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
CollateralDamageCoefficientThe fraction of its own maximum strength a destroyed object deals to its surroundings.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 the type to put a surviving infantry on the map when it is destroyed.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
DeaccelerationFactorThe share of a vehicle's top speed its throttle drops by each frame while it is slowing down.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
DeployTimeThe time in game minutes a door takes to travel from shut to fully open, or back.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 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 animations a destroyed object leaves behind, one drawn at random from the list.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
HunterSeekerMakes the type a hunter-seeker drone that acquires its own target, moves straight at it, and is never grounded by an ion storm.booleanno
ImmuneToVeinsExempts the object type from vein damage.booleanno
InvisibleWhether the object is drawn for the player that owns it alone and kept off the radar entirely.booleanno
IsDropshipFlies an aircraft as a heavy transport that noses over 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
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 CLSID{4A582747-9839-11D1-B709-00A024DDAFD1}
ManualReloadStops the type from arming its reload delay when it fires, and has a service depot refill its magazine for free.booleanno
MaxDebrisThe number of pieces of wreckage a destroyed object may throw.integer0
MovementZoneThe terrain connectivity class the type's route and reachability tests are answered in.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 own 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
OwnerThe countries that may own the type.list of HouseTypes(empty)
PassengersHow many objects 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
SecondaryThe WeaponType in the object type's second weapon slot.classnone
SelfHealingMends the object one strength point at a time while it is at or below the yellow damage line.booleanno
SensorsWhether the object reveals a nearby hidden object whose house its owner does not consider allied.booleanContext-dependent
SightRadius in cells that the type reveals around itself for the local player.integer0
SlowdownDistanceHow far short of its destination an object begins slowing down, in leptons.integer500
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 dashed 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 demands, the level a house is given, or the level a non-campaign session hands every house.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 team weighting, 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 vehicle lurch forward as it crushes 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 or aircraft a turret that aims and fires independently of its body.booleanno
TurretSpinsMakes a vehicle's turret rotate continuously instead of holding an aim.booleanno
TypeImmuneStops an object taking damage from another object of exactly its own type and house.booleanno
UndeploysIntoThe UnitType a structure turns back into when it is taken down.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 an object 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 each step of a vehicle's walk cycle holds for.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