Prototype/Beam: Difference between revisions

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Optional properties: action_triggered_automatically — 0.17.59
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Removed old prototype docs
 
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{{Prototype parent|Prototype/Entity}}
<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/prototypes/BeamPrototype.html https://lua-api.factorio.com/latest/prototypes/BeamPrototype.html]


== Basics ==
</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>
Prototype type: '''beam'''
 
Extends [[Prototype/Entity]].
 
== 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.
 
=== width ===
'''Type''': [[Types/double]]
 
=== damage_interval ===
'''Type''': [[Types/uint32]]
 
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.
 
=== head ===
'''Type''': [[Types/Animation]]
 
Head segment of the beam.
 
=== tail ===
'''Type''': [[Types/Animation]]
 
Tail segment of the beam.
 
=== body ===
'''Type''': [[Types/AnimationVariations]]
 
Body segment of the beam. Must have at least 1 variation.
 
== Optional properties ==
 
=== action ===
'''Type''': [[Types/Trigger]]
 
=== target_offset ===
'''Type''': [[Types/vector]]
 
=== random_target_offset ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== action_triggered_automatically ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
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 ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== transparent_start_end_animations ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== start ===
'''Type''': [[Types/Animation]]
 
Start point of the beam.
 
=== ending ===
'''Type''': [[Types/Animation]]
 
End point of the beam.
 
=== light_animations ===
'''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]
 
Table with the following members:
* start - [[Types/Animation]] - Optional.
* ending - [[Types/Animation]] - Optional.
* head - [[Types/Animation]] - Optional.
* tail - [[Types/Animation]] - Optional.
* body - [[Types/AnimationVariations]] - Optional.
 
=== ground_light_animations ===
'''Types''': [[Types/table]]
 
Table with the following members:
* start - [[Types/Animation]] - Optional.
* ending - [[Types/Animation]] - Optional.
* head - [[Types/Animation]] - Optional.
* tail - [[Types/Animation]] - Optional.
* body - [[Types/AnimationVariations]] - Optional.
 
=== start_light ===
'''Type''': [[Types/Animation]]
 
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 ===
'''Type''': [[Types/Animation]]
 
=== head_light ===
'''Type''': [[Types/Animation]]
 
=== tail_light ===
'''Type''': [[Types/Animation]]
 
=== body_light ===
'''Type''': [[Types/AnimationVariations]]

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/prototypes/BeamPrototype.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.