Prototype/Car: Difference between revisions

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'''Default''': false
'''Default''': false


If this car gets damaged by driving over/against [[Prototype/tree]]s.
If this car gets damaged by driving over/against [[Prototype/Tree]]s.


=== immune_to_rock_impacts ===
=== immune_to_rock_impacts ===

Revision as of 07:49, 10 June 2019

Basics

Prototype type: car

Entity with specialized properties for acceleration, braking, and turning. Extends Prototype/Vehicle.

Usage in base

Mandatory properties

This prototype inherits all the properties from Prototype/Vehicle.

animation

Type: Types/RotatedAnimation

Animation speed 1 means 1 frame per tile.

effectivity

Type: Types/double

Modifies the efficiency of energy transfer from burner output to wheels.

consumption

Type: Types/Energy

rotation_speed

Type: Types/double

burner or energy_source

Type: Types/EnergySource

Must be a burner energy source when using "burner", otherwise it can also be a void energy source.

inventory_size

Type: Types/ItemStackIndex

Size of the car inventory.

Optional properties

turret_animation

Type: Types/RotatedAnimation

Animation speed 1 means 1 frame per tile.

render_layer

Type: Types/RenderLayer

Default: "object"

tank_driving

Type: Types/bool

Default: false

If this car prototype uses tank controls to drive.

has_belt_immunity

Type: Types/bool

Default: false

If this car is immune to movement by belts.

immune_to_tree_impacts

Type: Types/bool

Default: false

If this car gets damaged by driving over/against Prototype/Trees.

immune_to_rock_impacts

Type: Types/bool

Default: false

If this car gets damaged by driving over/against rocks.

turret_rotation_speed

Type: Types/double

Default: 0.01

turret_return_timeout

Type: Types/uint32

Default: 60

Timeout in ticks specifying how long the turret must be inactive to return to the default position.

light

Type: Types/LightDefinition

sound_no_fuel

Type: Types/Sound

guns

Type: Types/table of Types/strings of prototype names

The guns this car prototype uses.