Prototype/Turret: Difference between revisions

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{{Prototype parent|Prototype/EntityWithHealth}}
{{Prototype parent|Prototype/EntityWithHealth}}
A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition.


== Basics ==
{{Prototype TOC|turret}}
Prototype type: '''turret'''
 
Extends [[Prototype/EntityWithHealth]].


== Extensions ==
== Extensions ==
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This prototype inherits all the properties from [[Prototype/EntityWithHealth]].
This prototype inherits all the properties from [[Prototype/EntityWithHealth]].


=== attack_parameters ===
{{Prototype property|attack_parameters|[[Types/AttackParameters|AttackParameters]]}}
'''Type''': [[Types/AttackParameters]]
 
Requires ammo_type in attack_parameters.  
Requires ammo_type in attack_parameters.  


=== call_for_help_radius ===
{{Prototype property|call_for_help_radius|[[Types/double|double]]}}
'''Type''': [[Types/double]]


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


=== corpse ===
{{Prototype property|corpse|[[Types/string|string]]|optional=true}}
'''Type''': [[Types/string]]
The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings.
 
The name of an entity.
 
=== shoot_in_prepare_state ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== turret_base_has_direction ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== random_animation_offset ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== secondary_animation ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== attack_from_start_frame ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== allow_turning_when_starting_attack ===
'''Type''': [[Types/bool]]
 
'''Default''': false


=== base_picture_secondary_draw_order ===
{{Prototype property|shoot_in_prepare_state|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/uint8]]


'''Default''': 0
{{Prototype property|turret_base_has_direction|[[Types/bool|bool]]|false|optional=true}}


=== gun_animation_secondary_draw_order ===
{{Prototype property|random_animation_offset|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/uint8]]


'''Default''': 0
{{Prototype property|secondary_animation|[[Types/bool|bool]]|false|optional=true}}


=== base_picture_render_layer ===
{{Prototype property|attack_from_start_frame|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/RenderLayer]]


'''Default''': "lower-object"
{{Prototype property|allow_turning_when_starting_attack|[[Types/bool|bool]]|false|optional=true}}


=== gun_animation_render_layer ===
{{Prototype property|base_picture_secondary_draw_order|[[Types/uint8|uint8]]|0|optional=true}}
'''Type''': [[Types/RenderLayer]]


'''Default''': "object"
{{Prototype property|gun_animation_secondary_draw_order|[[Types/uint8|uint8]]|0|optional=true}}


=== base_picture ===
{{Prototype property|base_picture_render_layer|[[Types/RenderLayer|RenderLayer]]|"lower-object"|optional=true}}
'''Type''': [[Types/Animation4Way]]


=== folded_animation ===
{{Prototype property|gun_animation_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== preparing_animation ===
{{Prototype property|base_picture|[[Types/Animation4Way|Animation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== prepared_animation ===
{{Prototype property|folded_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== prepared_alternative_animation ===
{{Prototype property|preparing_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== starting_attack_animation ===
{{Prototype property|prepared_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== attacking_animation ===
{{Prototype property|prepared_alternative_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== energy_glow_animation ===
{{Prototype property|starting_attack_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== ending_attack_animation ===
{{Prototype property|attacking_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== folding_animation ===
{{Prototype property|energy_glow_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== integration ===
{{Prototype property|ending_attack_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/Sprite]]


=== glow_light_intensity ===
{{Prototype property|folding_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|integration|[[Types/Sprite|Sprite]]|optional=true}}


{{Prototype property|glow_light_intensity|[[Types/float|float]]|0|optional=true}}
The intensity of light in the form of <code>energy_glow_animation</code> drawn on top of <code>energy_glow_animation</code>.
The intensity of light in the form of <code>energy_glow_animation</code> drawn on top of <code>energy_glow_animation</code>.


=== starting_attack_sound ===
{{Prototype property|starting_attack_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/Sound]]
 
=== dying_sound ===
'''Type''': [[Types/Sound]]
 
=== preparing_sound ===
'''Type''': [[Types/Sound]]
 
=== folding_sound ===
'''Type''': [[Types/Sound]]
 
=== prepared_sound ===
'''Type''': [[Types/Sound]]
 
=== prepared_alternative_sound ===
'''Type''': [[Types/Sound]]
 
=== rotation_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== preparing_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== folded_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== folded_speed_secondary ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== prepared_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1


=== prepared_speed_secondary ===
{{Prototype property|dying_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|preparing_sound|[[Types/Sound|Sound]]|optional=true}}


=== prepared_alternative_speed ===
{{Prototype property|folding_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_sound|[[Types/Sound|Sound]]|optional=true}}


=== prepared_alternative_speed_secondary ===
{{Prototype property|prepared_alternative_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|rotation_speed|[[Types/float|float]]|1|optional=true}}


=== prepared_alternative_chance ===
{{Prototype property|preparing_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|folded_speed|[[Types/float|float]]|1|optional=true}}


=== starting_attack_speed ===
{{Prototype property|folded_speed_secondary|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_speed|[[Types/float|float]]|1|optional=true}}


=== attacking_speed ===
{{Prototype property|prepared_speed_secondary|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_alternative_speed|[[Types/float|float]]|1|optional=true}}


=== ending_attack_speed ===
{{Prototype property|prepared_alternative_speed_secondary|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_alternative_chance|[[Types/float|float]]|0|optional=true}}


=== folding_speed ===
{{Prototype property|starting_attack_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|attacking_speed|[[Types/float|float]]|1|optional=true}}


=== prepare_range ===
{{Prototype property|ending_attack_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/double]]


'''Default''': The range defined in the <code>attack_parameters</code>
{{Prototype property|folding_speed|[[Types/float|float]]|1|optional=true}}


=== alert_when_attacking ===
{{Prototype property|prepare_range|[[Types/double|double]]|The range defined in the <code>attack_parameters</code>|optional=true}}
'''Type''': [[Types/bool]]


'''Default''': true
{{Prototype property|alert_when_attacking|[[Types/bool|bool]]|true|optional=true}}

Revision as of 20:50, 5 August 2019

Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Turret


A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition.


Prototype/Turret — turret
attack_parameters::AttackParameters
call_for_help_radius::double
folded_animation::RotatedAnimation4Way
alert_when_attacking::bool (optional)
allow_turning_when_starting_attack::bool (optional)
attack_from_start_frame::bool (optional)
attack_target_mask::TriggerTargetMask (optional)
attacking_animation::RotatedAnimation4Way (optional)
attacking_speed::float (optional)
base_picture::Animation4Way (optional)
base_picture_render_layer::RenderLayer (optional)
base_picture_secondary_draw_order::uint8 (optional)
corpse::string (optional)
dying_sound::Sound (optional)
ending_attack_animation::RotatedAnimation4Way (optional)
ending_attack_speed::float (optional)
energy_glow_animation::RotatedAnimation4Way (optional)
energy_glow_animation_flicker_strength::float (optional)
folded_speed::float (optional)
folded_speed_secondary::float (optional)
folding_animation::RotatedAnimation4Way (optional)
folding_sound::Sound (optional)
folding_speed::float (optional)
glow_light_intensity::float (optional)
gun_animation_render_layer::RenderLayer (optional)
gun_animation_secondary_draw_order::uint8 (optional)
ignore_target_mask::TriggerTargetMask (optional)
integration::Sprite (optional)
prepare_range::double (optional)
prepared_alternative_animation::RotatedAnimation4Way (optional)
prepared_alternative_chance::float (optional)
prepared_alternative_sound::Sound (optional)
prepared_alternative_speed::float (optional)
prepared_alternative_speed_secondary::float (optional)
prepared_animation::RotatedAnimation4Way (optional)
prepared_sound::Sound (optional)
prepared_speed::float (optional)
prepared_speed_secondary::float (optional)
preparing_animation::RotatedAnimation4Way (optional)
preparing_sound::Sound (optional)
preparing_speed::float (optional)
random_animation_offset::bool (optional)
rotation_speed::float (optional)
secondary_animation::bool (optional)
shoot_in_prepare_state::bool (optional)
spawn_decoration::CreateDecorativesTriggerEffectItem or table of CreateDecorativesTriggerEffectItem (optional)
spawn_decorations_on_expansion::bool (optional)
starting_attack_animation::RotatedAnimation4Way (optional)
starting_attack_sound::Sound (optional)
starting_attack_speed::float (optional)
turret_base_has_direction::bool (optional)
Inherited from Prototype/EntityWithOwner
allow_run_time_change_of_is_military_target::bool (optional)
is_military_target::bool (optional)
Inherited from Prototype/EntityWithHealth
alert_when_damaged::bool (optional)
attack_reaction::AttackReaction (optional)
corpse::string or table of strings (optional)
create_ghost_on_death::bool (optional)
damaged_trigger_effect::TriggerEffect (optional)
dying_explosion::ExplosionDefinition or table of ExplosionDefinition (optional)
dying_trigger_effect::TriggerEffect (optional)
healing_per_tick::float (optional)
hide_resistances::bool (optional)
integration_patch::Sprite4Way (optional)
integration_patch_render_layer::RenderLayer (optional)
loot::Loot (optional)
max_health::float (optional)
random_corpse_variation::bool (optional)
repair_sound::Sound (optional)
repair_speed_modifier::float (optional)
resistances::Resistances (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)

Extensions

Mandatory properties

This prototype inherits all the properties from Prototype/EntityWithHealth.

attack_parameters

Type: AttackParameters
Requires ammo_type in attack_parameters.

call_for_help_radius

Type: double

Optional properties

corpse

Type: string
The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings.

shoot_in_prepare_state

Type: bool
Default: false

turret_base_has_direction

Type: bool
Default: false

random_animation_offset

Type: bool
Default: false

secondary_animation

Type: bool
Default: false

attack_from_start_frame

Type: bool
Default: false

allow_turning_when_starting_attack

Type: bool
Default: false

base_picture_secondary_draw_order

Type: uint8
Default: 0

gun_animation_secondary_draw_order

Type: uint8
Default: 0

base_picture_render_layer

Type: RenderLayer
Default: "lower-object"

gun_animation_render_layer

Type: RenderLayer
Default: "object"

base_picture

Type: Animation4Way

folded_animation

Type: RotatedAnimation4Way

preparing_animation

Type: RotatedAnimation4Way

prepared_animation

Type: RotatedAnimation4Way

prepared_alternative_animation

Type: RotatedAnimation4Way

starting_attack_animation

Type: RotatedAnimation4Way

attacking_animation

Type: RotatedAnimation4Way

energy_glow_animation

Type: RotatedAnimation4Way

ending_attack_animation

Type: RotatedAnimation4Way

folding_animation

Type: RotatedAnimation4Way

integration

Type: Sprite

glow_light_intensity

Type: float
Default: 0
The intensity of light in the form of energy_glow_animation drawn on top of energy_glow_animation.

starting_attack_sound

Type: Sound

dying_sound

Type: Sound

preparing_sound

Type: Sound

folding_sound

Type: Sound

prepared_sound

Type: Sound

prepared_alternative_sound

Type: Sound

rotation_speed

Type: float
Default: 1

preparing_speed

Type: float
Default: 1

folded_speed

Type: float
Default: 1

folded_speed_secondary

Type: float
Default: 1

prepared_speed

Type: float
Default: 1

prepared_speed_secondary

Type: float
Default: 1

prepared_alternative_speed

Type: float
Default: 1

prepared_alternative_speed_secondary

Type: float
Default: 1

prepared_alternative_chance

Type: float
Default: 0

starting_attack_speed

Type: float
Default: 1

attacking_speed

Type: float
Default: 1

ending_attack_speed

Type: float
Default: 1

folding_speed

Type: float
Default: 1

prepare_range

Type: double
Default: The range defined in the attack_parameters

alert_when_attacking

Type: bool
Default: true