Prototype/Beam

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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