Prototype/Car: Difference between revisions
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{{Prototype parent|Prototype/Vehicle}} | |||
Entity with specialized properties for acceleration, braking, and turning. | Entity with specialized properties for acceleration, braking, and turning. | ||
== Usage in base== | {{Prototype TOC|car}} | ||
== Usage in base == | |||
*[[Car]] | *[[Car]] | ||
* | *[[Tank]] | ||
== | == Mandatory properties == | ||
This prototype inherits all the properties from [[Prototype/Vehicle]]. | |||
{{Prototype property|animation|[[Types/RotatedAnimation|RotatedAnimation]]}} | |||
Animation speed 1 means 1 frame per tile. | |||
{{Prototype property|effectivity|[[Types/double|double]]}} | |||
Modifies the efficiency of energy transfer from burner output to wheels. | |||
{{Prototype property|consumption|[[Types/Energy|Energy]]}} | |||
{{Prototype property|rotation_speed|[[Types/double|double]]}} | |||
{{Prototype property|burner or energy_source|[[Types/EnergySource|EnergySource]]}} | |||
Must be a burner energy source when using "burner", otherwise it can also be a void energy source. | |||
{{Prototype property|inventory_size|[[Types/ItemStackIndex|ItemStackIndex]]}} | |||
Size of the car inventory. | |||
== Optional properties == | |||
{{Prototype property|turret_animation|[[Types/RotatedAnimation|RotatedAnimation]]|optional=true}} | |||
Animation speed 1 means 1 frame per tile. | |||
{{Prototype property|light_animation|[[Types/RotatedAnimation|RotatedAnimation]]|optional=true}} | |||
Must have the same frame count as <code>animation</code>. | |||
{{Prototype property|render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}} | |||
{{Prototype property|tank_driving|[[Types/bool|bool]]|false|optional=true}} | |||
If this car prototype uses tank controls to drive. | |||
{{Prototype property|has_belt_immunity|[[Types/bool|bool]]|false|optional=true}} | |||
If this car is immune to movement by belts. | |||
= | {{Prototype property|immune_to_tree_impacts|[[Types/bool|bool]]|false|optional=true}} | ||
If this car gets damaged by driving over/against [[Prototype/Tree]]s. | |||
= | {{Prototype property|immune_to_rock_impacts|[[Types/bool|bool]]|false|optional=true}} | ||
If this car gets damaged by driving over/against [[Prototype/SimpleEntity#count_as_rock_for_filtered_deconstruction|rocks]]. | |||
= | {{Prototype property|immune_to_cliff_impacts|[[Types/bool|bool]]|true|optional=true}} | ||
If this car gets damaged by driving against [[Prototype/Cliff]]s. | |||
{{Prototype property|turret_rotation_speed|[[Types/double|double]]|0.01|optional=true}} | |||
{{Prototype property|turret_return_timeout|[[Types/uint32|uint32]]|60|optional=true}} | |||
Timeout in ticks specifying how long the turret must be inactive to return to the default position. | Timeout in ticks specifying how long the turret must be inactive to return to the default position. | ||
== | {{Prototype property|light|[[Types/LightDefinition|LightDefinition]]|optional=true}} | ||
{{Prototype property|sound_no_fuel|[[Types/Sound|Sound]]|optional=true}} | |||
{{Prototype property|darkness_to_render_light_animation|[[Types/float|float]]|0.3|optional=true}} | |||
{{Prototype property|track_particle_triggers|[[Types/FootstepTriggerEffectList|FootstepTriggerEffectList]]|optional=true}} | |||
{{Prototype property|guns|[[Types/table|table]] of [[Types/string|string]]|optional=true}} | |||
The names of the [[Prototype/Gun]]s this car prototype uses. | |||
Latest revision as of 17:55, 16 December 2022
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.