Prototype/Unit: Difference between revisions

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== Usage in base==
== Usage in base==
*[[Enemies|biters/spitters]]
*[[Enemies|biters/spitters]]
== Mandatory properties ==
== Mandatory properties ==
This prototype inherits all the properties from [[Prototype/EntityWithHealth]].
This prototype inherits all the properties from [[Prototype/EntityWithHealth]].
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=== movement_speed ===
=== movement_speed ===
'''Type''': [[Types/float]]
'''Type''': [[Types/float]]
Must be equal to or greater than 0.


=== distance_per_frame ===
=== distance_per_frame ===
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Note: Setting to 50 or above can lead to undocumented behavior of individual units creating groups on their own when attacking or being attacked.
Note: Setting to 50 or above can lead to undocumented behavior of individual units creating groups on their own when attacking or being attacked.
=== ai_settings ===
'''Type''': [[Types/UnitAISettings]]


== Optional properties ==
== Optional properties ==
=== idle_animation ===
'''Type''': [[Types/RotatedAnimation]]
=== rotation_speed ===
'''Type''': [[Types/double]]
'''Default''': 0.025


=== dying_sound ===
=== dying_sound ===
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The sound file to play when entity dies.
The sound file to play when entity dies.


=== min_persue_time ===
=== min_pursue_time ===
'''Type''': [[Types/uint32]]
'''Type''': [[Types/uint32]]


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'''Default''': 50
'''Default''': 50
=== radar_range ===
'''Type''': [[Types/uint32]]
'''Default''': 0
=== move_while_shooting ===
'''Type''': [[Types/bool]]
'''Default''': false
=== can_open_gates ===
'''Type''': [[Types/bool]]
'''Default''': false
=== affected_by_tiles ===
'''Type''': [[Types/bool]]
'''Default''': false
=== render_layer ===
'''Type''': [[Types/RenderLayer]]
'''Default''': "object"
=== alternative_attacking_frame_sequence ===
'''Type''': [[Types/table]]
Table with the following mandatory properties:
* warmup_frame_sequence - Array of [[Types/float]] - Indices of frames from the attack parameter animation.
* warmup2_frame_sequence - Array of [[Types/float]] - Indices of frames from the attack parameter animation.
* attacking_frame_sequence  - Array of [[Types/float]] - Indices of frames from the attack parameter animation.
* cooldown_frame_sequence - Array of [[Types/float]] - Indices of frames from the attack parameter animation.
* prepared_frame_sequence - Array of [[Types/float]] - Indices of frames from the attack parameter animation.
* back_to_walk_frame_sequence - Array of [[Types/float]] - Indices of frames from the attack parameter animation.
* warmup_animation_speed - [[Types/float]]
* attacking_animation_speed - [[Types/float]]
* cooldown_animation_speed - [[Types/float]]
* prepared_animation_speed - [[Types/float]]
* back_to_walk_animation_speed - [[Types/float]]

Revision as of 16:43, 9 April 2019

Basics

Prototype type: unit

Entity that attacks player based on pollution value. Extends the Prototype/EntityWithHealth

Usage in base

Mandatory properties

This prototype inherits all the properties from Prototype/EntityWithHealth.

run_animation

Type: Types/RotatedAnimation

attack_parameters

Type: Types/AttackParameters

Requires animation in attack_parameters. Requires ammo_type in attack_parameters.

movement_speed

Type: Types/float

Must be equal to or greater than 0.

distance_per_frame

Type: Types/float

pollution_to_join_attack

Type: Types/float

The amount of pollution that has to be absorbed by the unit's spawner before the unit will leave the spawner and attack the source of the pollution.

distraction_cooldown

Type: Types/uint32

vision_distance

Type: Types/double

Max is 100.

Note: Setting to 50 or above can lead to undocumented behavior of individual units creating groups on their own when attacking or being attacked.

ai_settings

Type: Types/UnitAISettings

Optional properties

idle_animation

Type: Types/RotatedAnimation

rotation_speed

Type: Types/double

Default: 0.025

dying_sound

Type: Types/Sound

The sound file to play when entity dies.

min_pursue_time

Type: Types/uint32

Default: 10 * 60

has_belt_immunity

Type: Types/bool

Default: false

If the unit is immune to movement by belts.

spawning_time_modifier

Type: Types/double

Default: 1

max_pursue_distance

Type: Types/double

Default: 50

radar_range

Type: Types/uint32

Default: 0

move_while_shooting

Type: Types/bool

Default: false

can_open_gates

Type: Types/bool

Default: false

affected_by_tiles

Type: Types/bool

Default: false

render_layer

Type: Types/RenderLayer

Default: "object"

alternative_attacking_frame_sequence

Type: Types/table

Table with the following mandatory properties:

  • warmup_frame_sequence - Array of Types/float - Indices of frames from the attack parameter animation.
  • warmup2_frame_sequence - Array of Types/float - Indices of frames from the attack parameter animation.
  • attacking_frame_sequence - Array of Types/float - Indices of frames from the attack parameter animation.
  • cooldown_frame_sequence - Array of Types/float - Indices of frames from the attack parameter animation.
  • prepared_frame_sequence - Array of Types/float - Indices of frames from the attack parameter animation.
  • back_to_walk_frame_sequence - Array of Types/float - Indices of frames from the attack parameter animation.
  • warmup_animation_speed - Types/float
  • attacking_animation_speed - Types/float
  • cooldown_animation_speed - Types/float
  • prepared_animation_speed - Types/float
  • back_to_walk_animation_speed - Types/float