Types/BaseAttackParameters

From Official Factorio Wiki
Revision as of 14:40, 10 February 2021 by Bilka (talk | contribs) (Added range_mode, activation_type, warmup restriction)
Jump to navigation Jump to search

The abstract base of all attack parameters.

Extensions

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.[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

Base game uses

lead_target_for_projectile_speed = 0.2* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream

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: cooldown

movement_slow_down_factor

Type: Types/double

Default: 1

ammo_type

Type: Types/AmmoType

Can be mandatory.

activation_type

Type: Types/string

One of "shoot", "throw", "consume" or "activate".

sound

Type: Types/LayeredSound

animation

Type: Types/RotatedAnimation

cyclic_sound

Type: Types/CyclicSound

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_category is not given, otherwise ignored.