Types/BaseAttackParameters: Difference between revisions

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The abstract base of all attack parameters.
<div class="stub"><p>'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/BaseAttackParameters.html https://lua-api.factorio.com/latest/types/BaseAttackParameters.html]


== Extensions ==
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
* [[Types/ProjectileAttackParameters]]
* [[Types/BeamAttackParameters]]
* [[Types/StreamAttackParameters]]
 
== Mandatory properties ==
=== range ===
'''Type''': [[Types/float]]
 
=== cooldown ===
'''Type''': [[Types/float]]
 
Number of ticks in which it will be possible to shoot again. If < 1, multiple shots can be performed in one tick.
 
== Optional properties ==
=== min_range ===
'''Type''': [[Types/float]]
 
'''Default''': 0
 
=== turn_range ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
If this is <= 0, it is set to 1. Arc from 0 to 1, so for example 0.25 is 90°. Used by the [[flamethrower turret]] in the base game. Arcs greater than 0.5 but less than 1 will be clamped to 0.5 as targeting in arcs larger than half circle is not implemented.[https://forums.factorio.com/94654]
 
=== fire_penalty ===
'''Type''': [[Types/float]]
 
'''Default''': 0
 
Used when searching for the nearest enemy, when this is > 0, enemies that aren't burning are preferred over burning enemies. Definition of "burning" for this: Entity has sticker attached to it, and the sticker has a [[Prototype/Sticker#spread_fire_entity|spread_fire_entity]] set.
 
=== rotate_penalty ===
'''Type''': [[Types/float]]
 
'''Default''': 0
 
A higher penalty will discourage turrets from targeting units that would take longer to turn to face.
 
=== health_penalty ===
'''Type''': [[Types/float]]
 
'''Default''': 0
 
A higher penalty will discourage turrets from targeting units with higher health. A negative penalty will encourage turrets to target units with higher health.
 
=== range_mode ===
'''Type''': [[Types/string]]
 
'''Default''': "center-to-center"
 
Either "center-to-center" or "bounding-box-to-bounding-box".
 
=== min_attack_distance ===
'''Type''': [[Types/float]]
 
'''Default''': <code>range</code>
 
If less than <code>range</code>, the entity will choose a random distance between <code>range</code> and <code>min_attack_distance</code> and attack from that distance.
 
=== damage_modifier ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== ammo_consumption_modifier ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
Must be greater than or equal to 0.
 
=== cooldown_deviation ===
'''Type''': [[Types/float]]
 
'''Default''': 0
 
Must be between 0 and 1.
 
=== warmup ===
'''Type''': [[Types/uint32]]
 
'''Default''': 0
 
Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. This also allows to "adjust" the shooting animation to the effect of shooting.
 
[[Types/CapsuleAction]]s cannot have attack_parameters with non-zero warmup.
 
=== lead_target_for_projectile_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 0
 
Base game uses
<syntaxhighlight lang="lua">lead_target_for_projectile_speed = 0.2* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream</syntaxhighlight>
Presumably this should be set to the projectile speed to make the unit/turret lead their projectiles.
 
=== movement_slow_down_cooldown ===
'''Type''': [[Types/float]]
 
'''Default''': <code>cooldown</code>
 
=== movement_slow_down_factor ===
'''Type''': [[Types/double]]
 
'''Default''': 1
 
=== ammo_type ===
'''Type''': [[Types/AmmoType]]
 
Can be mandatory.
 
=== activation_type ===
'''Type''': [[Types/string]]
 
'''Default''': "shoot"
 
One of "shoot", "throw", "consume" or "activate". Used in tooltips to set the tooltip category. It is also used to get the locale keys for activation instructions and speed of the action for the tooltip.
 
For example, an activation_type of "throw" will result in the tooltip category "thrown" and the tooltip locale keys "gui.instruction-to-throw" and "description.throwing-speed".
 
=== sound ===
'''Type''': [[Types/LayeredSound]]
 
Played once at the start of the attack if this is a [[Types/ProjectileAttackParameters]].
 
=== animation ===
'''Type''': [[Types/RotatedAnimation]]
 
=== cyclic_sound ===
'''Type''': [[Types/CyclicSound]]
 
Played during the attack.
 
=== use_shooter_direction ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== ammo_categories ===
'''Type''': [[Types/table]] (array) [[Types/string]]
 
Names of [[Prototype/AmmoCategory|Prototype/AmmoCategories]].
 
=== ammo_category ===
'''Type''': [[Types/string]]
 
The name of a [[Prototype/AmmoCategory]]. Mandatory if <code>ammo_type</code> and <code>ammo_category</code> is not given, otherwise ignored.

Latest revision as of 14:32, 25 October 2024

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/BaseAttackParameters.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.