Prototype/Projectile

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Revision as of 21:19, 5 August 2019 by Bilka (talk | contribs) (Converted to SMW format)
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Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/Projectile


Entity with limited lifetime that can hit other entities and has triggers when this happens.


Prototype/Projectile — projectile
acceleration::double
action::Trigger (optional)
animation::Animation (optional)
direction_only::bool (optional)
enable_drawing_with_mask::bool (optional)
final_action::Trigger (optional)
force_condition::ForceCondition (optional)
height::double (optional)
hit_at_collision_position::bool (optional)
hit_collision_mask::CollisionMask (optional)
light::LightDefinition (optional)
max_speed::double (optional)
piercing_damage::float (optional)
rotatable::bool (optional)
shadow::Animation (optional)
smoke::Array of SmokeSource (optional)
speed_modifier::vector (optional)
turn_speed::float (optional)
turning_speed_increases_exponentially_with_projectile_speed::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.

animation

Type: Animation

acceleration

Type: double

Optional properties

rotatable

Type: bool
Default: true

enable_drawing_with_mask

Type: bool
Default: false

direction_only

Type: bool
Default: false

hit_at_collision_position

Type: bool
Default: false

force_condition

Type: ForceCondition
Default: "all"

piercing_damage

Type: float
Default: 0
Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. If the number is then below 0, the final_action is applied and the projectile destroyed. Otherwise, the projectile simply continues to its destination.

max_speed

Type: double
Default: MAX_DOUBLE
Must be greater than or equal to 0.

height

Type: double
Default: 1

action

Type: Trigger
Executed when the projectile hits something.

final_action

Type: Trigger
Executed when the projectile hits something, after action and only if the entity that was hit was destroyed. The projectile is destroyed right after the final_action.

light

Type: LightDefinition

smoke

Type: Array of SmokeSource

hit_collision_mask

Type: CollisionMask
Default: {"player-layer", "train-layer"}

shadow

Type: Animation