Prototype/Beam: Difference between revisions

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{{Prototype parent|Prototype/Entity}}
== Basics ==
== Basics ==
Prototype type: '''beam'''
Prototype type: '''beam'''

Revision as of 15:17, 24 July 2019

Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/Beam


Basics

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

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.

start_light

Type: Types/Animation

Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[1]

ending_light

Type: Types/Animation

head_light

Type: Types/Animation

tail_light

Type: Types/Animation

body_light

Type: Types/AnimationVariations