Prototype/FluidTurret: Difference between revisions

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{{Prototype property|activation_buffer_ratio|[[Types/float|float]]}}
{{Prototype property|activation_buffer_ratio|[[Types/float|float]]}}
Before an turret that is out of ammo is able to fire, the fluid_buffer_size must fill to this proportion.


{{Prototype property|fluid_box|[[Types/FluidBox|FluidBox]]}}
{{Prototype property|fluid_box|[[Types/FluidBox|FluidBox]]}}

Latest revision as of 10:32, 21 September 2022

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


A turret that consumes fluid as ammo.


Prototype/FluidTurret — fluid-turret
activation_buffer_ratio::float
fluid_box::FluidBox
fluid_buffer_input_flow::float
fluid_buffer_size::float
attacking_muzzle_animation_shift::AnimatedVector (optional)
ending_attack_muzzle_animation_shift::AnimatedVector (optional)
enough_fuel_indicator_light::LightDefinition (optional)
enough_fuel_indicator_picture::Sprite4Way (optional)
folded_muzzle_animation_shift::AnimatedVector (optional)
folding_muzzle_animation_shift::AnimatedVector (optional)
muzzle_animation::Animation (optional)
muzzle_light::LightDefinition (optional)
not_enough_fuel_indicator_light::LightDefinition (optional)
not_enough_fuel_indicator_picture::Sprite4Way (optional)
out_of_ammo_alert_icon::Sprite (optional)
prepared_muzzle_animation_shift::AnimatedVector (optional)
preparing_muzzle_animation_shift::AnimatedVector (optional)
starting_attack_muzzle_animation_shift::AnimatedVector (optional)
Inherited from Prototype/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)

Mandatory properties

This prototype inherits all the properties from Prototype/Turret.

fluid_buffer_size

Type: float

fluid_buffer_input_flow

Type: float

activation_buffer_ratio

Type: float
Before an turret that is out of ammo is able to fire, the fluid_buffer_size must fill to this proportion.

fluid_box

Type: FluidBox

Optional properties

muzzle_light

Type: LightDefinition

enough_fuel_indicator_light

Type: LightDefinition

not_enough_fuel_indicator_light

Type: LightDefinition

muzzle_animation

Type: Animation

folded_muzzle_animation_shift

Type: AnimatedVector

preparing_muzzle_animation_shift

Type: AnimatedVector

prepared_muzzle_animation_shift

Type: AnimatedVector

starting_attack_muzzle_animation_shift

Type: AnimatedVector

attacking_muzzle_animation_shift

Type: AnimatedVector

ending_attack_muzzle_animation_shift

Type: AnimatedVector

folding_muzzle_animation_shift

Type: AnimatedVector

enough_fuel_indicator_picture

Type: Sprite4Way

not_enough_fuel_indicator_picture

Type: Sprite4Way

out_of_ammo_alert_icon

Type: Sprite

Mandatory values

Fluid turret can have only stream attack parameters.

Fluid turret has to have turret_base_has_direction=true.