Types/BaseAttackParameters
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.
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.
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
cooldown_deviation
Type: Types/float
Default: 0
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.
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_factor
Type: Types/double
Default: 1
movement_slow_down_cooldown
Type: Types/float
Default: cooldown
ammo_type
Type: Types/AmmoType
Can be mandatory.
ammo_category
Type: Types/string
The name of a Prototype/AmmoCategory. Mandatory if ammo_type
is not given, otherwise ignored.
sound
Type: Types/Sound
animation
Type: Types/RotatedAnimation
cyclic_sound
Type: Types/table
Table with the following mandatory key/value pairs:
- begin_sound - Types/Sound
- middle_sound - Types/Sound
- end_sound - Types/Sound
use_shooter_direction
Type: Types/bool
Default: false