Prototype/Beam: Difference between revisions
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{{Prototype parent|Prototype/Entity}} | |||
Used as a laser beam. | |||
{{Prototype TOC|beam}} | |||
== Mandatory properties == | == Mandatory properties == | ||
This prototype inherits all the properties from [[Prototype/Entity]]. | This prototype inherits all the properties from [[Prototype/Entity]]. | ||
All animations must have the same number of frames: Tail must have same number of frames as start, ending, head, body, start_light, ending_light, head_light, tail_light and body_light. | |||
{{Prototype property|width|[[Types/double|double]]}} | |||
{{Prototype property|damage_interval|[[Types/uint32|uint32]]}} | |||
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick. | Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick. | ||
{{Prototype property|head|[[Types/Animation|Animation]]}} | |||
Head segment of the beam. | |||
{{Prototype property|tail|[[Types/Animation|Animation]]}} | |||
Tail segment of the beam. | |||
{{Prototype property|body|[[Types/AnimationVariations|AnimationVariations]]}} | |||
Body segment of the beam. Must have at least 1 variation. | |||
== Optional properties == | == Optional properties == | ||
=== action === | {{Prototype property|action|[[Types/Trigger|Trigger]]|optional=true}} | ||
{{Prototype property|target_offset|[[Types/vector|vector]]|optional=true}} | |||
{{Prototype property|random_target_offset|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|action_triggered_automatically|[[Types/bool|bool]]|false|optional=true}} | |||
Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting. | |||
{{Prototype property|random_end_animation_rotation|[[Types/bool|bool]]|true|optional=true}} | |||
{{Prototype property|transparent_start_end_animations|[[Types/bool|bool]]|true|optional=true}} | |||
{{Prototype property|start|[[Types/Animation|Animation]]|optional=true}} | |||
Start point of the beam. | |||
{{Prototype property|ending|[[Types/Animation|Animation]]|optional=true}} | |||
End point of the beam. | |||
{{Prototype property|light_animations|[[Types/table|table]]|optional=true}} | |||
Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[https://forums.factorio.com/viewtopic.php?p=435042#p435042] | |||
Table with the following members: | |||
* start - [[Types/Animation|Animation]] - Optional. | |||
* ending - [[Types/Animation|Animation]] - Optional. | |||
* head - [[Types/Animation|Animation]] - Optional. | |||
* tail - [[Types/Animation|Animation]] - Optional. | |||
* body - [[Types/AnimationVariations|AnimationVariations]] - Optional. | |||
= | {{Prototype property|ground_light_animations|[[Types/table|table]]|optional=true}} | ||
Table with the following members: | |||
* start - [[Types/Animation|Animation]] - Optional. | |||
* ending - [[Types/Animation|Animation]] - Optional. | |||
* head - [[Types/Animation|Animation]] - Optional. | |||
* tail - [[Types/Animation|Animation]] - Optional. | |||
* body - [[Types/AnimationVariations|AnimationVariations]] - Optional. | |||
{{Prototype property|start_light|[[Types/Animation|Animation]]|optional=true}} | |||
This and the below properties ending in "_light" are considered deprecated. If they are present, then <code>light_animations</code> and <code>ground_light_animations</code> are not loaded. | |||
{{Prototype property|ending_light|[[Types/Animation|Animation]]|optional=true}} | |||
{{Prototype property|head_light|[[Types/Animation|Animation]]|optional=true}} | |||
{{Prototype property|tail_light|[[Types/Animation|Animation]]|optional=true}} | |||
{{Prototype property|body_light|[[Types/AnimationVariations|AnimationVariations]]|optional=true}} |
Latest revision as of 20:14, 29 July 2019
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/Beam
Used as a laser beam.
Mandatory properties
This prototype inherits all the properties from Prototype/Entity.
All animations must have the same number of frames: Tail must have same number of frames as start, ending, head, body, start_light, ending_light, head_light, tail_light and body_light.
width
Type: double
damage_interval
Type: uint32
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.
head
Type: Animation
Head segment of the beam.
tail
Type: Animation
Tail segment of the beam.
body
Type: AnimationVariations
Body segment of the beam. Must have at least 1 variation.
Optional properties
action
Type: Trigger
target_offset
Type: vector
random_target_offset
Type: bool
Default: false
action_triggered_automatically
Type: bool
Default: false
Whether this beams should trigger its action every damage_interval. If false, the action is instead triggered when its owner triggers shooting.
random_end_animation_rotation
Type: bool
Default: true
transparent_start_end_animations
Type: bool
Default: true
start
Type: Animation
Start point of the beam.
ending
Type: Animation
End point of the beam.
light_animations
Type: table
Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[1]
Table with the following members:
- start - Animation - Optional.
- ending - Animation - Optional.
- head - Animation - Optional.
- tail - Animation - Optional.
- body - AnimationVariations - Optional.
ground_light_animations
Type: table
Table with the following members:
- start - Animation - Optional.
- ending - Animation - Optional.
- head - Animation - Optional.
- tail - Animation - Optional.
- body - AnimationVariations - Optional.
start_light
Type: Animation
This and the below properties ending in "_light" are considered deprecated. If they are present, then light_animations
and ground_light_animations
are not loaded.
ending_light
Type: Animation
head_light
Type: Animation
tail_light
Type: Animation
body_light
Type: AnimationVariations