TechnoType
Settings read from [<ObjectType ID>].
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| Key | Description | Value | When omitted |
|---|---|---|---|
Accelerates | Makes a driving vehicle ease up to speed and brake as it nears its destination. | boolean | yes |
AccelerationFactor | The step a vehicle's throttle climbs by each frame while it is speeding up. | floating point | .03 |
AllowedToStartInMultiplayer | Lets a vehicle or infantry type appear among the units each house is handed at a multiplayer start. | boolean | yes |
Ammo | The number of shots a runtime instance carries, or the number of visitors a hospital or armory can admit. | integer | -1 |
AutoCrushNo effect | A parsed per-type flag that nothing acts on, and the IQ at which a computer house starts running things over. | boolean | no |
AuxSound1 | The sound a structure makes as its build-up starts, and the sound a flying object makes as it takes off. | sound | none |
AuxSound2 | The sound a structure makes as it starts folding away, and the sound a flying object makes as it comes in to land. | sound | none |
BuildLimit | The cap on how many of the type a house may build, with the sign choosing which tally it is compared against. | integer | 2147483647 |
Category | Classifies an object, which the dropship loadout screen reads to keep civilians off its purchase list. | CategoryType | none |
Cloakable | Whether an object of this type hides itself and recovers its cloak on its own. | boolean | no |
CloakingSpeed | The number of game frames an object spends on each stage of its cloaking fade. | integer | 7 |
CloakStop | Whether the object must come to a halt before it may start hiding. | boolean | no |
CollateralDamageCoefficient | The fraction of its own maximum strength a destroyed object deals to its surroundings. | floating point | Context-dependent |
Cost | The credit price of one object of this type, or the multiplier a country or a difficulty applies to every price it pays. | integer | 0 |
Crewed | Allows the type to put a surviving infantry on the map when it is destroyed. | boolean | no |
Crusher | Lets a vehicle drive over crushable objects and walls instead of being blocked by them. | boolean | no |
DamageParticleSystems | The particle systems a damaged object gives off, sorted into sparks and smoke by their own behavior. | list of ParticleSystemTypes | (empty) |
DamageSmokeOffset | Where a damaged object's spark and smoke systems are anchored, relative to the object. | offset (x,y,z) | 0,0,0 |
DeaccelerationFactor | The share of a vehicle's top speed its throttle drops by each frame while it is slowing down. | floating point | .002 |
DebrisMaximums | The largest number of pieces each debris type may contribute, one figure per entry. | list of integers | (empty) |
DebrisTypes | The voxel wreckage a destroyed object throws, spent in list order against its debris budget. | list of VoxelAnimTypes | (empty) |
DeploysInto | The BuildingType a vehicle turns into when it is given the deploy order. | class | none |
DeployTime | The time in game minutes a door takes to travel from shut to fully open, or back. | floating point | 0 |
DetectDisguise | Lets an object see a disguised soldier for what it is when it scans for a target. | boolean | no |
DisableableNo effect | Parsed flag that the engine never uses. | boolean | yes |
Dock | BuildingTypes an object returns to for docking. | list of BuildingTypes | none |
DoubleOwned | Opens the type to every country, outside campaign games only. | boolean | no |
Elite | The WeaponType an elite object fires in place of its primary. | class | none |
EliteAbilities | The abilities an object of this type gains at elite rank, on top of its veteran abilities. | abilities | (empty) |
Explodes | Blasts the surroundings when an object of this type is destroyed, or detonates an overlay when any explosion reaches its cell. | boolean | no |
Explosion | The animations a destroyed object leaves behind, one drawn at random from the list. | list of AnimTypes | (empty) |
FlightLevel | The cruising altitude a type flies at, or the rules-wide altitude used by anything that names none of its own. | integer | -1 |
GuardRange | The distance in cells an object scans for targets while guarding, overriding its weapon range. | distance (cells) | 0 |
HunterSeeker | Makes the type a hunter-seeker drone that acquires its own target, moves straight at it, and is never grounded by an ion storm. | boolean | no |
ImmuneToVeins | Exempts the object type from vein damage. | boolean | no |
Invisible | Whether the object is drawn for the player that owns it alone and kept off the radar entirely. | boolean | no |
IsDropship | Flies an aircraft as a heavy transport that noses over on approach instead of banking. | boolean | no |
IsTrain | Marks a vehicle as rolling stock, which changes how it finds a path, what blocks it and when it may leave the map. | boolean | no |
LightningRod | Raises the type's chance of being picked as the target of an ion storm lightning bolt. | boolean | no |
Locomotor | The class identifier of the locomotion object created to move each instance of the type. | Locomotor CLSID | {4A582747-9839-11D1-B709-00A024DDAFD1} |
ManualReload | Stops the type from arming its reload delay when it fires, and has a service depot refill its magazine for free. | boolean | no |
MaxDebris | The number of pieces of wreckage a destroyed object may throw. | integer | 0 |
MovementZone | The terrain connectivity class the type's route and reachability tests are answered in. | mzonetype | Normal |
MoveToShroud | Whether the type accepts an order onto ground that is still under the shroud. | boolean | yes |
MyEffectivenessCoefficient | Weights a candidate target by how much damage this object's own warhead does to that candidate's armor. | floating point | Computed |
NaturalParticleLocation | Where a structure's continuous particle plume sits, relative to the structure. | offset (x,y,z) | 0,0,0 |
NaturalParticleSystem | A particle system a structure runs continuously from the moment it appears. | class | none |
NoAutoFire | Stops a human-owned object of this type from picking targets on its own. | boolean | no |
Nominal | Shows the type's real name to a player it is not allied with, instead of a generic label. | boolean | no |
Owner | The countries that may own the type. | list of HouseTypes | (empty) |
Passengers | How many objects the type can carry at once. | integer | 0 |
PhysicalSizeNo effect | Parsed figure that the engine never uses. | floating point | 2 |
PipScale | The quantity the pip row under a selected object counts, and how many pips that row has. | PipScaleType | none |
PitchAngle | The angle in degrees an aircraft drops its nose by while it is flying fast enough. | floating point | 20 |
PitchSpeed | The throttle an aircraft must be above before it pitches and banks. | floating point | .25 |
PointsNo effect | Parsed score value that the engine never uses. | integer | 0 |
Prerequisite | The structures a house must own before the type appears on its build list. | list of BuildingTypes | (empty) |
Primary | The WeaponType in the object type's first weapon slot. | class | none |
RadarVisible | Whether the object is plotted on the radar map under every condition. | boolean | no |
Repairable | Allows a structure to be repaired with the wrench, worked on by an engineer, and treated as a building by a commando. | boolean | yes |
RollAngle | The angle in degrees an aircraft banks by while it is turning. | floating point | 30 |
ROT | The rate an object's body and turret turn at, or the rate a homing projectile steers at. | integer | 0 |
Secondary | The WeaponType in the object type's second weapon slot. | class | none |
SelfHealing | Mends the object one strength point at a time while it is at or below the yellow damage line. | boolean | no |
Sensors | Whether the object reveals a nearby hidden object whose house its owner does not consider allied. | boolean | Context-dependent |
Sight | Radius in cells that the type reveals around itself for the local player. | integer | 0 |
SlowdownDistance | How far short of its destination an object begins slowing down, in leptons. | integer | 500 |
SpecialThreatValue | A per-type figure that TargetSpecialThreatCoefficient scales into a candidate's threat score. | floating point | 0 |
Speed | The top travel speed of an object type, the launch speed of a weapon's projectile, or the travel ceiling every jumpjet unit shares. | integer | 0 |
Storage | Units of Tiberium an object can hold. | integer | 0 |
TargetDistanceCoefficient | Weights a candidate target by how far beyond weapon range it lies, and not at all inside it. | floating point | Computed |
TargetEffectivenessCoefficient | Weights a candidate target by how much damage that candidate's warhead does to this object's armor. | floating point | Computed |
TargetLaser | Draws a dashed sighting line from a firing vehicle to where its shot is aimed. | boolean | no |
TargetSpecialThreatCoefficient | Weights a candidate target by the SpecialThreatValue of that candidate's type. | floating point | Computed |
TargetStrengthCoefficient | Weights a candidate target by how much of its maximum strength it still has. | floating point | Computed |
TechLevel | The level an object type demands, the level a house is given, or the level a non-campaign session hands every house. | integer | 255 |
ThreatAvoidanceCoefficient | How heavily the type weighs the region threat figures when the pathfinder prices a route. | floating point | 0 |
ThreatPosed | How much danger the type represents, used by team weighting, the region threat map, and base-defense call-ups. | integer | 0 |
TiberiumHeal | Whether an object mends itself while standing on Tiberium, and how often every such object is mended. | boolean | no |
TiltsWhenCrushes | Makes a vehicle lurch forward as it crushes a sandbag wall. | boolean | yes |
ToProtect | Whether damage to the object makes its computer house call defenders back to it. | boolean | no |
Trainable | Allows an object of this type to accumulate experience from kills and receive veterancy-crate promotions. | boolean | Context-dependent |
Turret | Gives a vehicle or aircraft a turret that aims and fires independently of its body. | boolean | no |
TurretSpins | Makes a vehicle's turret rotate continuously instead of holding an aim. | boolean | no |
TypeImmune | Stops an object taking damage from another object of exactly its own type and house. | boolean | no |
UndeploysInto | The UnitType a structure turns back into when it is taken down. | class | none |
VeteranAbilities | The abilities an object of this type gains at veteran rank and keeps at elite. | abilities | (empty) |
VoiceAttack | The responses an object speaks when the player orders it to attack. | list of sounds | (empty) |
VoiceDie | The responses an object speaks as it is destroyed. | list of sounds | (empty) |
VoiceFeedback | The responses an object speaks on the hit that takes it below half strength. | list of sounds | (empty) |
VoiceMove | The responses an object speaks when the player gives it an order other than an attack. | list of sounds | (empty) |
VoiceSelect | The responses an object speaks when it is selected. | list of sounds | (empty) |
WalkRate | The number of game frames each step of a vehicle's walk cycle holds for. | integer | 1 |
Weight | How strongly an object resists being rocked, and how heavily it presses on ice. | floating point | 1 |
ZFudgeBridge | The depth bias applied to an object while it is under a bridge. | integer | 0 |
ZFudgeCliff | The depth bias applied to an object standing at the foot of a cliff. | integer | 10 |
ZFudgeColumn | The depth bias applied to an object passing a bridge support column. | integer | 5 |
ZFudgeTunnel | The depth bias applied to an object standing at a tunnel mouth. | integer | 10 |
No keys match the current filters.