Types/BaseAttackParameters: Difference between revisions

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(CyclicSound -> table)
(0.17)
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'''Default''': 1
'''Default''': 1
=== ammo_consumption_modifier ===
'''Type''': [[Types/float]]
'''Default''': 1
=== cooldown_deviation ===
'''Type''': [[Types/float]]
'''Default''': 0


=== warmup ===
=== warmup ===
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Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. This also allows to "adjust" the shooting animation to the effect of shooting.
Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. This also allows to "adjust" the shooting animation to the effect of shooting.
=== lead_target_for_projectile_speed ===
'''Type''': [[Types/float]]
'''Default''': 0
Base game uses
<syntaxhighlight lang="lua">lead_target_for_projectile_speed = 0.2* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream</syntaxhighlight>
Presumably this should be set to the projectile speed to make the unit/turret lead their projectiles.


=== movement_slow_down_factor ===
=== movement_slow_down_factor ===
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* middle_sound - [[Types/Sound]]
* middle_sound - [[Types/Sound]]
* end_sound - [[Types/Sound]]
* end_sound - [[Types/Sound]]
=== use_shooter_direction ===
'''Type''': [[Types/bool]]
'''Default''': false

Revision as of 19:19, 7 August 2019

The abstract base of all attack parameters.

Extensions

Mandatory properties

range

Type: Types/float

cooldown

Type: Types/float

Number of ticks in which it will be possible to shoot again. If < 1, multiple shots can be performed in one tick.

Optional properties

min_range

Type: Types/float

Default: 0

turn_range

Type: Types/float

Default: 1

If this is <= 0, it is set to 1.

fire_penalty

Type: Types/float

Default: 0

Used when searching for the nearest enemy, when this is > 0, enemies that aren't burning are preferred over burning enemies. Definition of "burning" for this: Entity has sticker attached to it, and the sticker has a fire_spread_entity set.

min_attack_distance

Type: Types/float

Default: range

If less than range, the entity will choose a random distance between range and min_attack_distance and attack from that distance.

damage_modifier

Type: Types/float

Default: 1

ammo_consumption_modifier

Type: Types/float

Default: 1

cooldown_deviation

Type: Types/float

Default: 0

warmup

Type: Types/uint32

Default: 0

Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. This also allows to "adjust" the shooting animation to the effect of shooting.

lead_target_for_projectile_speed

Type: Types/float

Default: 0

Base game uses

lead_target_for_projectile_speed = 0.2* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream

Presumably this should be set to the projectile speed to make the unit/turret lead their projectiles.

movement_slow_down_factor

Type: Types/double

Default: 1

movement_slow_down_cooldown

Type: Types/float

Default: cooldown

ammo_type

Type: Types/AmmoType

Can be mandatory.

ammo_category

Type: Types/string

The name of a Prototype/AmmoCategory. Mandatory if ammo_type is not given, otherwise ignored.

sound

Type: Types/Sound

animation

Type: Types/RotatedAnimation

cyclic_sound

Type: Types/table

Table with the following mandatory key/value pairs:

use_shooter_direction

Type: Types/bool

Default: false