Prototype/Beam: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
(Set prototype parent)
(0.17.59)
Line 66: Line 66:


End point of the beam.
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 ===
=== start_light ===
'''Type''': [[Types/Animation]]
'''Type''': [[Types/Animation]]


Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[https://forums.factorio.com/viewtopic.php?p=435042#p435042]
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 ===
=== ending_light ===

Revision as of 12:14, 26 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.

light_animations

Types: Types/table

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

Table with the following members:

ground_light_animations

Types: Types/table

Table with the following members:

start_light

Type: Types/Animation

This and the below properties ending in "_light" are considered deprecated. If they are present, then light_animations and ground_light_animations are not loaded.

ending_light

Type: Types/Animation

head_light

Type: Types/Animation

tail_light

Type: Types/Animation

body_light

Type: Types/AnimationVariations