Prototype/Vehicle: Difference between revisions
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{{Prototype parent|Prototype/EntityWithOwner}} | |||
Abstract base of all vehicles | Abstract base of all vehicles. | ||
{{Prototype TOC|''abstract''}} | |||
== | == Extensions == | ||
''' | * [[Prototype/Car]] '''car''' | ||
* [[Prototype/RollingStock]] <abstract> | |||
** [[Prototype/ArtilleryWagon]] '''artillery-wagon''' | |||
** [[Prototype/CargoWagon]] '''cargo-wagon''' | |||
** [[Prototype/FluidWagon]] '''fluid-wagon''' | |||
** [[Prototype/Locomotive]] '''locomotive''' | |||
* [[Prototype/SpiderVehicle]] '''spider-vehicle''' | |||
== Mandatory properties == | |||
This prototype inherits all the properties from [[Prototype/EntityWithOwner]]. | |||
{{Prototype property|weight|[[Types/double|double]]}} | |||
Must be positive. | |||
Weight of the entity used for physics calculation when car hits something. | |||
{{Prototype property|braking_power or braking_force|[[Types/Energy|Energy]] or [[Types/double|double]]}} | |||
Two different ways to set braking force. At least one must exist. Must be positive. | Two different ways to set braking force. At least one must exist. Must be positive. | ||
{{Prototype property|friction or friction_force|[[Types/double|double]]}} | |||
Two different ways to set friction force. At least one must exist. Must be positive. | Two different ways to set friction force. At least one must exist. Must be positive. | ||
{{Prototype property|energy_per_hit_point|[[Types/double|double]]}} | |||
The (movement) energy used per hit point (1 hit point = 1 health damage) taken and dealt for this vehicle during collisions. The smaller the number, the more damage this vehicle and the rammed entity take during collisions: <code>damage = energy / energy_per_hit_point</code>. | |||
== Optional properties == | == Optional properties == | ||
{{Prototype property|terrain_friction_modifier|[[Types/float|float]]|1|optional=true}} | |||
Must be in the [0, 1] interval. | Must be in the [0, 1] interval. | ||
{{Prototype property|sound_minimum_speed|[[Types/double|double]]|1 / 60.0|optional=true}} | |||
Must be positive. Sound is scaled by speed. | |||
{{Prototype property|sound_scaling_ratio|[[Types/double|double]]|1.0|optional=true}} | |||
Must be positive. Sound is scaled by speed. | |||
{{Prototype property|stop_trigger_speed|[[Types/double|double]]|0.0|optional=true}} | |||
{{Prototype property|crash_trigger|[[Types/TriggerEffect|TriggerEffect]]|optional=true}} | |||
{{Prototype property|stop_trigger|[[Types/TriggerEffect|TriggerEffect]]|optional=true}} | |||
= | {{Prototype property|equipment_grid|[[Types/string|string]]|optional=true}} | ||
The name of the [[Prototype/EquipmentGrid|equipment grid]] this vehicle has. | |||
{{Prototype property|minimap_representation|[[Types/Sprite|Sprite]]|optional=true}} | |||
The sprite that represents this vehicle on the map/minimap. | |||
{{Prototype property|selected_minimap_representation|[[Types/Sprite|Sprite]]|optional=true}} | |||
The sprite that represents this vehicle on the map/minimap when it is selected. | |||
{{Prototype property|allow_passengers|[[Types/bool|bool]]|true|optional=true}} | |||
Determines whether this vehicle accepts passengers. This includes both drivers and gunners, if applicable. |
Latest revision as of 19:27, 21 January 2022
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Vehicle
Abstract base of all vehicles.
Extensions
- Prototype/Car car
- Prototype/RollingStock <abstract>
- Prototype/ArtilleryWagon artillery-wagon
- Prototype/CargoWagon cargo-wagon
- Prototype/FluidWagon fluid-wagon
- Prototype/Locomotive locomotive
- Prototype/SpiderVehicle spider-vehicle
Mandatory properties
This prototype inherits all the properties from Prototype/EntityWithOwner.
weight
Type: double
Must be positive.
Weight of the entity used for physics calculation when car hits something.
braking_power or braking_force
Type: Energy or double
Two different ways to set braking force. At least one must exist. Must be positive.
friction or friction_force
Type: double
Two different ways to set friction force. At least one must exist. Must be positive.
energy_per_hit_point
Type: double
The (movement) energy used per hit point (1 hit point = 1 health damage) taken and dealt for this vehicle during collisions. The smaller the number, the more damage this vehicle and the rammed entity take during collisions: damage = energy / energy_per_hit_point
.
Optional properties
terrain_friction_modifier
Type: float
Default: 1
Must be in the [0, 1] interval.
sound_minimum_speed
Type: double
Default: 1 / 60.0
Must be positive. Sound is scaled by speed.
sound_scaling_ratio
Type: double
Default: 1.0
Must be positive. Sound is scaled by speed.
stop_trigger_speed
Type: double
Default: 0.0
crash_trigger
Type: TriggerEffect
stop_trigger
Type: TriggerEffect
equipment_grid
Type: string
The name of the equipment grid this vehicle has.
minimap_representation
Type: Sprite
The sprite that represents this vehicle on the map/minimap.
selected_minimap_representation
Type: Sprite
The sprite that represents this vehicle on the map/minimap when it is selected.
allow_passengers
Type: bool
Default: true
Determines whether this vehicle accepts passengers. This includes both drivers and gunners, if applicable.