Types/BaseAttackParameters
The abstract base of all attack parameters.
Extensions
Mandatory properties
range
Type: Types/float
Before an entity can attack, the distance (in tiles) between the entity and target must be less than or equal to this.
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
The minimum distance (in tiles) between an entity and target. If a unit's target is less than this, the unit will attempt to move away before attacking. A Flamethrower turret does not move, but has a minimum range. Less than this, it is unable to target an enemy.
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.[1]
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 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: range
If less than range
, the entity will choose a random distance between range
and min_attack_distance
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/CapsuleActions cannot have attack_parameters with non-zero warmup.
lead_target_for_projectile_speed
Type: Types/float
Default: 0
Setting this to anything but zero causes homing projectiles to aim for the predicted location based on enemy movement instead of the current enemy location.
Example from the base game flamethrower:
lead_target_for_projectile_speed = 0.2* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream
movement_slow_down_cooldown
Type: Types/float
Default: cooldown
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/AmmoCategories.
ammo_category
Type: Types/string
The name of a Prototype/AmmoCategory. Mandatory if ammo_type
and ammo_categories
is not given, otherwise ignored.