Prototype/Car
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Vehicle » Prototype/Car
Entity with specialized properties for acceleration, braking, and turning.
Usage in base
Mandatory properties
This prototype inherits all the properties from Prototype/Vehicle.
animation
Type: RotatedAnimation
Animation speed 1 means 1 frame per tile.
effectivity
Type: double
Modifies the efficiency of energy transfer from burner output to wheels.
consumption
Type: Energy
rotation_speed
Type: double
burner or energy_source
Type: EnergySource
Must be a burner energy source when using "burner", otherwise it can also be a void energy source.
inventory_size
Type: ItemStackIndex
Size of the car inventory.
Optional properties
turret_animation
Type: RotatedAnimation
Animation speed 1 means 1 frame per tile.
light_animation
Type: RotatedAnimation
Must have the same frame count as animation
.
render_layer
Type: RenderLayer
Default: "object"
tank_driving
Type: bool
Default: false
If this car prototype uses tank controls to drive.
has_belt_immunity
Type: bool
Default: false
If this car is immune to movement by belts.
immune_to_tree_impacts
Type: bool
Default: false
If this car gets damaged by driving over/against Prototype/Trees.
immune_to_rock_impacts
Type: bool
Default: false
If this car gets damaged by driving over/against rocks.
immune_to_cliff_impacts
Type: bool
Default: true
If this car gets damaged by driving against Prototype/Cliffs.
turret_rotation_speed
Type: double
Default: 0.01
turret_return_timeout
Type: uint32
Default: 60
Timeout in ticks specifying how long the turret must be inactive to return to the default position.
light
Type: LightDefinition
sound_no_fuel
Type: Sound
darkness_to_render_light_animation
Type: float
Default: 0.3
track_particle_triggers
Type: FootstepTriggerEffectList
guns
Type: table of string
The names of the Prototype/Guns this car prototype uses.