DebrisAnims=
This statement forms a list of the animations defined with the MetallicDebris= statement in the [AudioVisual] section which are spawned upon this objects destruction.
DebrisTypes=
This statement lists which of the [VoxelAnims] is spawned upon this objects destruction. Such debris is chosen and displayed at random from this list.
SpecialThreatValue=
Can be set to '0' or '1' and determines if this unit over-rides the default threat evaluation logic when the AI makes an assessment of potential threats to itself, or when evaluating potential targets for attack. If you set this to '1', you must also set ThreatPosed=0, or the special logic does not apply as the ThreatPosed= will take precedence.
ThreatPosed=
Determines the threat rating of this object used in the threat evaluation and targeting logic. Should be set on a scale of 0 - 100. You should set this to 0 if you use the special case of setting SpecialThreatValue=1 otherwise the special threat logic can be nullified. You should ensure this is set to 0 for building add-ons (upgrades) as they are special case structures that do not actually exist by default (they are normally displayed as auxiliary animations on the parent structure rather than as a new structure). Finally, this should be set to 0 for objects which are purely anti-air as aircraft do not use the threat rating values. NOTE: high values for this on BuildingTypes have been known to make the AI build many of them.
ZFudgeColumn=
Specifies the adjustment to this VehicleTypes Z position (i.e. how far 'in to' or 'out of' the screen it appears) when it is behind overpass (high bridge) support columns and is used to calculate the amount of displacement it causes to impassable isometric tile types. This is normally a negative figure, indicating that the terrain type should be further into the screen hence behind the relevant object.
ZFudgeTunnel=
Specifies the adjustment to this VehicleTypes Z position (i.e. how far 'in to' or 'out of' the screen it appears) when it is behind tunnel entrances and is used to calculate the amount of displacement it causes to impassable isometric tile types. This is normally a negative figure, indicating that the terrain type should be further into the screen hence behind the relevant object.
Aus DeeZire's INI-Guide
