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VoxelAnimType

INI referenceRulesVoxelAnimType

Settings read from [<ObjectType ID>].

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KeyDescriptionValueWhen omitted
AttachedSystemThe particle system created with a voxel animation and destroyed with it.classnone
BounceAnimThe animation played where thrown debris strikes.classnone
BounceSoundThe sound effect played where thrown debris strikes the ground.soundnone
DamageA weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead.integer0
DamageRadiusHow near an object must be to a bounce, in leptons, for the debris to damage it.integer0
DurationHow many frames a voxel animation lives before it performs its impact and is removed.integer30
ElasticityThe fraction of its speed a bouncing object keeps when it rebounds off a surface.floating point0.8
ExpireAnimThe animation played where thrown debris ends its life on solid ground, without which it deals no blast damage.classnone
ExpireSoundThe sound effect played where thrown debris ends its life on solid ground.soundnone
IsMeteorFlies the debris in along a straight approach to the point it was created for.booleanno
IsTiberiumCan seed Tiberium where the debris comes down.booleanno
MaxAngularVelocityThe top of the range a voxel animation's tumbling rate is drawn from, in degrees per frame.floating point-1
MaxXYVelThe upper bound on the horizontal speed debris is thrown at, in leptons per frame.floating point15
MaxZVelThe top of the range a voxel animation's upward launch speed is drawn from, in leptons per frame.floating point5
MinAngularVelocityThe bottom of the range a voxel animation's tumbling rate is drawn from, in degrees per frame.floating point-1
MinZVelThe low end of the vertical speed debris is thrown at, in leptons per frame, and the exact speed of a meteor.floating point3.5
NormalizedNo effectRescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight.booleanno
ShareBarrelDataBorrows the voxel model of another object type's barrel instead of loading one of the animation's own.booleanno
ShareBodyDataBorrows the voxel model of another object type's body instead of loading one of the animation's own.booleanno
ShareSourceThe object type a voxel animation borrows its voxel model from.targetnone
ShareTurretDataBorrows the voxel model of another object type's turret instead of loading one of the animation's own.booleanno
SpawnCountThe upper bound on each of the two random picks whose sum is how many pieces an impact spawns.integer0
SpawnsThe type spawned where thrown debris lands, and on a particle system a flag no gameplay path reads.classnone
StartSoundThe sound effect for the creation of a piece, played only by voxel animations.soundnone
TrailerAnimThe trail animation dropped at intervals for as long as the effect lasts.classnone
TranslucentBlends the image into the scene instead of drawing it solid.booleanno
VoxelIndexWhich section of the voxel model a voxel animation is drawn from.integer0
WarheadThe WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through.classnone