Prototype/Beam: Difference between revisions

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{{Prototype parent|Prototype/Entity}}
{{Prototype parent|Prototype/Entity}}
Used as a laser beam.


== Basics ==
{{Prototype TOC|beam}}
Prototype type: '''beam'''
 
Extends [[Prototype/Entity]].


== Mandatory properties ==
== Mandatory properties ==
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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.
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 ===
{{Prototype property|width|[[Types/double|double]]}}
'''Type''': [[Types/double]]
 
=== damage_interval ===
'''Type''': [[Types/uint32]]


{{Prototype property|damage_interval|[[Types/uint32|uint32]]}}
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.


=== head ===
{{Prototype property|head|[[Types/Animation|Animation]]}}
'''Type''': [[Types/Animation]]
 
Head segment of the beam.
Head segment of the beam.


=== tail ===
{{Prototype property|tail|[[Types/Animation|Animation]]}}
'''Type''': [[Types/Animation]]
 
Tail segment of the beam.
Tail segment of the beam.


=== body ===
{{Prototype property|body|[[Types/AnimationVariations|AnimationVariations]]}}
'''Type''': [[Types/AnimationVariations]]
 
Body segment of the beam. Must have at least 1 variation.
Body segment of the beam. Must have at least 1 variation.


== Optional properties ==
== Optional properties ==


=== action ===
{{Prototype property|action|[[Types/Trigger|Trigger]]|optional=true}}
'''Type''': [[Types/Trigger]]
 
=== target_offset ===
'''Type''': [[Types/vector]]
 
=== random_target_offset ===
'''Type''': [[Types/bool]]


'''Default''': false
{{Prototype property|target_offset|[[Types/vector|vector]]|optional=true}}


=== action_triggered_automatically ===
{{Prototype property|random_target_offset|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/bool]]
 
'''Default''': false


{{Prototype property|action_triggered_automatically|[[Types/bool|bool]]|false|optional=true}}
Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting.
Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting.


=== random_end_animation_rotation ===
{{Prototype property|random_end_animation_rotation|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/bool]]


'''Default''': true
{{Prototype property|transparent_start_end_animations|[[Types/bool|bool]]|true|optional=true}}
 
=== transparent_start_end_animations ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== start ===
'''Type''': [[Types/Animation]]


{{Prototype property|start|[[Types/Animation|Animation]]|optional=true}}
Start point of the beam.
Start point of the beam.


=== ending ===
{{Prototype property|ending|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]
 
End point of the beam.
End point of the beam.


=== light_animations ===
{{Prototype property|light_animations|[[Types/table|table]]|optional=true}}
'''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]
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:
Table with the following members:
* start - [[Types/Animation]] - Optional.
* start - [[Types/Animation|Animation]] - Optional.
* ending - [[Types/Animation]] - Optional.
* ending - [[Types/Animation|Animation]] - Optional.
* head - [[Types/Animation]] - Optional.
* head - [[Types/Animation|Animation]] - Optional.
* tail - [[Types/Animation]] - Optional.
* tail - [[Types/Animation|Animation]] - Optional.
* body - [[Types/AnimationVariations]] - Optional.
* body - [[Types/AnimationVariations|AnimationVariations]] - Optional.
 
=== ground_light_animations ===
'''Types''': [[Types/table]]


{{Prototype property|ground_light_animations|[[Types/table|table]]|optional=true}}
Table with the following members:
Table with the following members:
* start - [[Types/Animation]] - Optional.
* start - [[Types/Animation|Animation]] - Optional.
* ending - [[Types/Animation]] - Optional.
* ending - [[Types/Animation|Animation]] - Optional.
* head - [[Types/Animation]] - Optional.
* head - [[Types/Animation|Animation]] - Optional.
* tail - [[Types/Animation]] - Optional.
* tail - [[Types/Animation|Animation]] - Optional.
* body - [[Types/AnimationVariations]] - Optional.
* body - [[Types/AnimationVariations|AnimationVariations]] - Optional.
 
=== start_light ===
'''Type''': [[Types/Animation]]


{{Prototype property|start_light|[[Types/Animation|Animation]]|optional=true}}
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.
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 ===
{{Prototype property|ending_light|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]


=== head_light ===
{{Prototype property|head_light|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]


=== tail_light ===
{{Prototype property|tail_light|[[Types/Animation|Animation]]|optional=true}}
'''Type''': [[Types/Animation]]


=== body_light ===
{{Prototype property|body_light|[[Types/AnimationVariations|AnimationVariations]]|optional=true}}
'''Type''': [[Types/AnimationVariations]]

Revision as of 20:14, 29 July 2019

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


Used as a laser beam.


Prototype/Beam — beam
body::AnimationVariations
damage_interval::uint32
head::Animation
tail::Animation
width::double
action::Trigger (optional)
action_triggered_automatically::bool (optional)
body_light::AnimationVariations (optional)
ending::Animation (optional)
ending_light::Animation (optional)
ground_light_animations::table (optional)
head_light::Animation (optional)
light_animations::table (optional)
random_end_animation_rotation::bool (optional)
random_target_offset::bool (optional)
start::Animation (optional)
start_light::Animation (optional)
tail_light::Animation (optional)
target_offset::vector (optional)
transparent_start_end_animations::bool (optional)
Inherited from Prototype/Entity
icons, icon, icon_size (IconSpecification)::IconSpecification
additional_pastable_entities::table of string (optional)
alert_icon_scale::float (optional)
alert_icon_shift::vector (optional)
allow_copy_paste::bool (optional)
autoplace::AutoplaceSpecification (optional)
build_base_evolution_requirement::double (optional)
build_grid_size::uint8 (optional)
build_sound::Sound (optional)
close_sound::Sound (optional)
collision_box::BoundingBox (optional)
collision_mask::CollisionMask (optional)
created_effect::Trigger (optional)
created_smoke::CreateTrivialSmokeEffectItem (optional)
drawing_box::BoundingBox (optional)
emissions_per_second::double (optional)
enemy_map_color::Color (optional)
fast_replaceable_group::string (optional)
flags::EntityPrototypeFlags (optional)
friendly_map_color::Color (optional)
hit_visualization_box::BoundingBox (optional)
map_color::Color (optional)
map_generator_bounding_box::BoundingBox (optional)
minable::MinableProperties (optional)
mined_sound::Sound (optional)
mining_sound::Sound (optional)
next_upgrade::string (optional)
open_sound::Sound (optional)
placeable_by::ItemToPlace or table of ItemToPlace (optional)
protected_from_tile_building::bool (optional)
radius_visualisation_specification::RadiusVisualisationSpecification (optional)
remains_when_mined::string or table of string (optional)
remove_decoratives::string (optional)
rotated_sound::Sound (optional)
selectable_in_game::bool (optional)
selection_box::BoundingBox (optional)
selection_priority::uint8 (optional)
shooting_cursor_size::double (optional)
sticker_box::BoundingBox (optional)
subgroup::string (optional)
tile_height::uint32 (optional)
tile_width::uint32 (optional)
trigger_target_mask::TriggerTargetMask (optional)
vehicle_impact_sound::Sound (optional)
water_reflection::WaterReflectionDefinition (optional)
working_sound::WorkingSound (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

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: double

damage_interval

Type: uint32
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.

head

Type: Animation
Head segment of the beam.

tail

Type: Animation
Tail segment of the beam.

body

Type: AnimationVariations
Body segment of the beam. Must have at least 1 variation.

Optional properties

action

Type: Trigger

target_offset

Type: vector

random_target_offset

Type: bool
Default: false

action_triggered_automatically

Type: bool
Default: false
Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting.

random_end_animation_rotation

Type: bool
Default: true

transparent_start_end_animations

Type: bool
Default: true

start

Type: Animation
Start point of the beam.

ending

Type: Animation
End point of the beam.

light_animations

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

Table with the following members:

ground_light_animations

Type: table
Table with the following members:

start_light

Type: 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: Animation

head_light

Type: Animation

tail_light

Type: Animation

body_light

Type: AnimationVariations