Prototype/Car: Difference between revisions
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{{Prototype parent|Prototype/Vehicle}} | |||
== Basics == | == Basics == | ||
Prototype type: '''car''' | Prototype type: '''car''' |
Revision as of 15:56, 24 July 2019
Basics
Prototype type: car
Entity with specialized properties for acceleration, braking, and turning. Extends Prototype/Vehicle.
Usage in base
Mandatory properties
This prototype inherits all the properties from Prototype/Vehicle.
animation
Type: Types/RotatedAnimation
Animation speed 1 means 1 frame per tile.
effectivity
Type: Types/double
Modifies the efficiency of energy transfer from burner output to wheels.
consumption
Type: Types/Energy
rotation_speed
Type: Types/double
burner or energy_source
Type: Types/EnergySource
Must be a burner energy source when using "burner", otherwise it can also be a void energy source.
inventory_size
Type: Types/ItemStackIndex
Size of the car inventory.
Optional properties
turret_animation
Type: Types/RotatedAnimation
Animation speed 1 means 1 frame per tile.
render_layer
Type: Types/RenderLayer
Default: "object"
tank_driving
Type: Types/bool
Default: false
If this car prototype uses tank controls to drive.
has_belt_immunity
Type: Types/bool
Default: false
If this car is immune to movement by belts.
immune_to_tree_impacts
Type: Types/bool
Default: false
If this car gets damaged by driving over/against Prototype/Trees.
immune_to_rock_impacts
Type: Types/bool
Default: false
If this car gets damaged by driving over/against rocks.
turret_rotation_speed
Type: Types/double
Default: 0.01
turret_return_timeout
Type: Types/uint32
Default: 60
Timeout in ticks specifying how long the turret must be inactive to return to the default position.
light
Type: Types/LightDefinition
sound_no_fuel
Type: Types/Sound
guns
Type: Types/table of Types/strings of prototype names
The guns this car prototype uses.