Prototype/Beam: Difference between revisions

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Optional properties: action_triggered_automatically — 0.17.59
Converted to SMW format
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{{Prototype parent|Prototype/Entity}}
{{Prototype parent|Prototype/Entity}}
Used as a laser beam.


== Basics ==
{{Prototype TOC|beam}}
Prototype type: '''beam'''
 
Extends [[Prototype/Entity]].


== Mandatory properties ==
== Mandatory properties ==
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All animations must have the same number of frames: Tail must have same number of frames as start, ending, head, body, start_light, ending_light, head_light, tail_light and body_light.
All animations must have the same number of frames: Tail must have same number of frames as start, ending, head, body, start_light, ending_light, head_light, tail_light and body_light.


=== width ===
{{Prototype property|width|[[Types/double|double]]}}
'''Type''': [[Types/double]]
 
=== damage_interval ===
'''Type''': [[Types/uint32]]


{{Prototype property|damage_interval|[[Types/uint32|uint32]]}}
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.


=== head ===
{{Prototype property|head|[[Types/Animation|Animation]]}}
'''Type''': [[Types/Animation]]
 
Head segment of the beam.
Head segment of the beam.


=== tail ===
{{Prototype property|tail|[[Types/Animation|Animation]]}}
'''Type''': [[Types/Animation]]
 
Tail segment of the beam.
Tail segment of the beam.


=== body ===
{{Prototype property|body|[[Types/AnimationVariations|AnimationVariations]]}}
'''Type''': [[Types/AnimationVariations]]
 
Body segment of the beam. Must have at least 1 variation.
Body segment of the beam. Must have at least 1 variation.


== Optional properties ==
== Optional properties ==


=== action ===
{{Prototype property|action|[[Types/Trigger|Trigger]]|optional=true}}
'''Type''': [[Types/Trigger]]
 
=== target_offset ===
'''Type''': [[Types/vector]]
 
=== random_target_offset ===
'''Type''': [[Types/bool]]


'''Default''': false
{{Prototype property|target_offset|[[Types/vector|vector]]|optional=true}}


=== action_triggered_automatically ===
{{Prototype property|random_target_offset|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/bool]]
 
'''Default''': false


{{Prototype property|action_triggered_automatically|[[Types/bool|bool]]|false|optional=true}}
Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting.
Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting.


=== random_end_animation_rotation ===
{{Prototype property|random_end_animation_rotation|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/bool]]


'''Default''': true
{{Prototype property|transparent_start_end_animations|[[Types/bool|bool]]|true|optional=true}}
 
=== transparent_start_end_animations ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== start ===
'''Type''': [[Types/Animation]]


{{Prototype property|start|[[Types/Animation|Animation]]|optional=true}}
Start point of the beam.
Start point of the beam.


=== ending ===
{{Prototype property|ending|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]
 
End point of the beam.
End point of the beam.


=== light_animations ===
{{Prototype property|light_animations|[[Types/table|table]]|optional=true}}
'''Types''': [[Types/table]]
 
Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[https://forums.factorio.com/viewtopic.php?p=435042#p435042]
Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[https://forums.factorio.com/viewtopic.php?p=435042#p435042]


Table with the following members:
Table with the following members:
* start - [[Types/Animation]] - Optional.
* start - [[Types/Animation|Animation]] - Optional.
* ending - [[Types/Animation]] - Optional.
* ending - [[Types/Animation|Animation]] - Optional.
* head - [[Types/Animation]] - Optional.
* head - [[Types/Animation|Animation]] - Optional.
* tail - [[Types/Animation]] - Optional.
* tail - [[Types/Animation|Animation]] - Optional.
* body - [[Types/AnimationVariations]] - Optional.
* body - [[Types/AnimationVariations|AnimationVariations]] - Optional.
 
=== ground_light_animations ===
'''Types''': [[Types/table]]


{{Prototype property|ground_light_animations|[[Types/table|table]]|optional=true}}
Table with the following members:
Table with the following members:
* start - [[Types/Animation]] - Optional.
* start - [[Types/Animation|Animation]] - Optional.
* ending - [[Types/Animation]] - Optional.
* ending - [[Types/Animation|Animation]] - Optional.
* head - [[Types/Animation]] - Optional.
* head - [[Types/Animation|Animation]] - Optional.
* tail - [[Types/Animation]] - Optional.
* tail - [[Types/Animation|Animation]] - Optional.
* body - [[Types/AnimationVariations]] - Optional.
* body - [[Types/AnimationVariations|AnimationVariations]] - Optional.
 
=== start_light ===
'''Type''': [[Types/Animation]]


{{Prototype property|start_light|[[Types/Animation|Animation]]|optional=true}}
This and the below properties ending in "_light" are considered deprecated. If they are present, then <code>light_animations</code> and <code>ground_light_animations</code> are not loaded.
This and the below properties ending in "_light" are considered deprecated. If they are present, then <code>light_animations</code> and <code>ground_light_animations</code> are not loaded.


=== ending_light ===
{{Prototype property|ending_light|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]


=== head_light ===
{{Prototype property|head_light|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]


=== tail_light ===
{{Prototype property|tail_light|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]


=== body_light ===
{{Prototype property|body_light|[[Types/AnimationVariations|AnimationVariations]]|optional=true}}
'''Type''': [[Types/AnimationVariations]]

Revision as of 20:14, 29 July 2019

Template:Prototype parent Used as a laser beam.

Template:Prototype TOC

Mandatory properties

This prototype inherits all the properties from Prototype/Entity.

All animations must have the same number of frames: Tail must have same number of frames as start, ending, head, body, start_light, ending_light, head_light, tail_light and body_light.

Template:Prototype property

Template:Prototype property Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.

Template:Prototype property Head segment of the beam.

Template:Prototype property Tail segment of the beam.

Template:Prototype property Body segment of the beam. Must have at least 1 variation.

Optional properties

Template:Prototype property

Template:Prototype property

Template:Prototype property

Template:Prototype property Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting.

Template:Prototype property

Template:Prototype property

Template:Prototype property Start point of the beam.

Template:Prototype property End point of the beam.

Template:Prototype property Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[1]

Table with the following members:

Template:Prototype property Table with the following members:

Template:Prototype property This and the below properties ending in "_light" are considered deprecated. If they are present, then light_animations and ground_light_animations are not loaded.

Template:Prototype property

Template:Prototype property

Template:Prototype property

Template:Prototype property