Prototype/Turret: Difference between revisions
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{{Prototype parent|Prototype/EntityWithOwner}} | |||
A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition. | |||
{{Prototype TOC|turret}} | |||
== Extensions == | == Extensions == | ||
Line 10: | Line 10: | ||
== Mandatory properties == | == Mandatory properties == | ||
This prototype inherits all the properties from [[Prototype/ | This prototype inherits all the properties from [[Prototype/EntityWithOwner]]. | ||
{{Prototype property|attack_parameters|[[Types/AttackParameters|AttackParameters]]}} | |||
Requires ammo_type in attack_parameters unless this is a [[Prototype/AmmoTurret]]. | |||
{{Prototype property|folded_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]}} | |||
{{Prototype property|call_for_help_radius|[[Types/double|double]]}} | |||
== Optional properties == | == Optional properties == | ||
{{Prototype property|corpse|[[Types/string|string]]|optional=true}} | |||
The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings. | |||
{{Prototype property|attack_target_mask|[[Types/TriggerTargetMask|TriggerTargetMask]]|all masks|optional=true}} | |||
{{Prototype property|ignore_target_mask|[[Types/TriggerTargetMask|TriggerTargetMask]]|no masks|optional=true}} | |||
{{Prototype property|shoot_in_prepare_state|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|turret_base_has_direction|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|random_animation_offset|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|secondary_animation|[[Types/bool|bool]]|false|optional=true}} | |||
Whether the secondary (animation) speeds should always be used. | |||
{{Prototype property|attack_from_start_frame|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|allow_turning_when_starting_attack|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|base_picture_secondary_draw_order|[[Types/uint8|uint8]]|0|optional=true}} | |||
{{Prototype property|gun_animation_secondary_draw_order|[[Types/uint8|uint8]]|0|optional=true}} | |||
{{Prototype property|base_picture_render_layer|[[Types/RenderLayer|RenderLayer]]|"lower-object"|optional=true}} | |||
{{Prototype property|gun_animation_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}} | |||
{{Prototype property|base_picture|[[Types/Animation4Way|Animation4Way]]|optional=true}} | |||
{{Prototype property|preparing_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|prepared_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|prepared_alternative_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|starting_attack_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|attacking_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|energy_glow_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|ending_attack_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|folding_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}} | |||
{{Prototype property|integration|[[Types/Sprite|Sprite]]|optional=true}} | |||
{{Prototype property|glow_light_intensity|[[Types/float|float]]|0|optional=true}} | |||
The intensity of light in the form of <code>energy_glow_animation</code> drawn on top of <code>energy_glow_animation</code>. | The intensity of light in the form of <code>energy_glow_animation</code> drawn on top of <code>energy_glow_animation</code>. | ||
{{Prototype property|energy_glow_animation_flicker_strength|[[Types/float|float]]|0.2|optional=true}} | |||
The range of the flickering of the alpha of <code>energy_glow_animation</code>. Default is range 0.2, so animation alpha can be anywhere between 0.8 and 1.0. | |||
{{Prototype property|starting_attack_sound|[[Types/Sound|Sound]]|optional=true}} | |||
{{Prototype property|dying_sound|[[Types/Sound|Sound]]|optional=true}} | |||
{{Prototype property|preparing_sound|[[Types/Sound|Sound]]|optional=true}} | |||
{{Prototype property|folding_sound|[[Types/Sound|Sound]]|optional=true}} | |||
{{Prototype property|prepared_sound|[[Types/Sound|Sound]]|optional=true}} | |||
{{Prototype property|prepared_alternative_sound|[[Types/Sound|Sound]]|optional=true}} | |||
{{Prototype property|rotation_speed|[[Types/float|float]]|1|optional=true}} | |||
{{Prototype property|preparing_speed|[[Types/float|float]]|1|optional=true}} | |||
Controls the speed of the preparing_animation: | |||
<code>1 ÷ preparing_speed = duration of the preparing_animation</code> | |||
' | {{Prototype property|folded_speed|[[Types/float|float]]|1|optional=true}} | ||
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. | |||
= | Controls the speed of the folded_animation: | ||
<code>1 ÷ folded_speed = duration of the folded_animation</code> | |||
' | {{Prototype property|folded_speed_secondary|[[Types/float|float]]|1|optional=true}} | ||
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. | |||
= | Controls the speed of the folded_animation: | ||
<code>1 ÷ folded_speed_secondary = duration of the folded_animation</code> | |||
' | {{Prototype property|prepared_speed|[[Types/float|float]]|1|optional=true}} | ||
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. | |||
= | Controls the speed of the prepared_animation: | ||
<code>1 ÷ prepared_speed = duration of the prepared_animation</code> | |||
' | {{Prototype property|prepared_speed_secondary|[[Types/float|float]]|1|optional=true}} | ||
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. | |||
= | Controls the speed of the prepared_animation: | ||
<code>1 ÷ prepared_speed_secondary = duration of the prepared_animation</code> | |||
' | {{Prototype property|prepared_alternative_speed|[[Types/float|float]]|1|optional=true}} | ||
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. | |||
= | Controls the speed of the prepared_alternative_animation: | ||
<code>1 ÷ prepared_alternative_speed = duration of the prepared_alternative_animation</code> | |||
' | {{Prototype property|prepared_alternative_speed_secondary|[[Types/float|float]]|1|optional=true}} | ||
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. | |||
= | Controls the speed of the prepared_alternative_animation: | ||
<code>1 ÷ prepared_alternative_speed_secondary = duration of the prepared_alternative_animation</code> | |||
{{Prototype property|prepared_alternative_chance|[[Types/float|float]]|0|optional=true}} | |||
The chance for <code>prepared_alternative_animation</code> to be used. | |||
{{Prototype property|starting_attack_speed|[[Types/float|float]]|1|optional=true}} | |||
Controls the speed of the starting_attack_animation: | |||
<code>1 ÷ starting_attack_speed = duration of the starting_attack_animation</code> | |||
{{Prototype property|attacking_speed|[[Types/float|float]]|1|optional=true}} | |||
Controls the speed of the attacking_animation: | |||
<code>1 ÷ attacking_speed = duration of the attacking_animation</code> | |||
{{Prototype property|ending_attack_speed|[[Types/float|float]]|1|optional=true}} | |||
Controls the speed of the ending_attack_animation: | |||
<code>1 ÷ ending_attack_speed = duration of the ending_attack_animation</code> | |||
{{Prototype property|folding_speed|[[Types/float|float]]|1|optional=true}} | |||
Controls the speed of the folding_animation: | |||
<code>1 ÷ folding_speed = duration of the folding_animation</code> | |||
{{Prototype property|prepare_range|[[Types/double|double]]|The range defined in the <code>attack_parameters</code>|optional=true}} | |||
{{Prototype property|alert_when_attacking|[[Types/bool|bool]]|true|optional=true}} | |||
{{Prototype property|spawn_decorations_on_expansion|[[Types/bool|bool]]|false|optional=true}} | |||
Whether <code>spawn_decoration</code> should be spawned when enemies [[Enemies#Expansions|expand]]. | |||
{{Prototype property|spawn_decoration|[[Types/CreateDecorativesTriggerEffectItem|CreateDecorativesTriggerEffectItem]] or [[Types/table|table]] of [[Types/CreateDecorativesTriggerEffectItem|CreateDecorativesTriggerEffectItem]]|optional=true}} | |||
A single [[Types/CreateDecorativesTriggerEffectItem|CreateDecorativesTriggerEffectItem]] or an array of them. Decoratives to be created when the spawner is created by the [[map generator]]. Placed when enemies expand if <code>spawn_decorations_on_expansion</code> is set to true. |
Latest revision as of 16:41, 13 May 2022
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Turret
A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition.
Extensions
- Prototype/AmmoTurret ammo-turret
- Prototype/ElectricTurret electric-turret
- Prototype/FluidTurret fluid-turret
Mandatory properties
This prototype inherits all the properties from Prototype/EntityWithOwner.
attack_parameters
Type: AttackParameters
Requires ammo_type in attack_parameters unless this is a Prototype/AmmoTurret.
folded_animation
Type: RotatedAnimation4Way
call_for_help_radius
Type: double
Optional properties
corpse
Type: string
The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings.
attack_target_mask
Type: TriggerTargetMask
Default: all masks
ignore_target_mask
Type: TriggerTargetMask
Default: no masks
shoot_in_prepare_state
Type: bool
Default: false
turret_base_has_direction
Type: bool
Default: false
random_animation_offset
Type: bool
Default: false
secondary_animation
Type: bool
Default: false
Whether the secondary (animation) speeds should always be used.
attack_from_start_frame
Type: bool
Default: false
allow_turning_when_starting_attack
Type: bool
Default: false
base_picture_secondary_draw_order
Type: uint8
Default: 0
gun_animation_secondary_draw_order
Type: uint8
Default: 0
base_picture_render_layer
Type: RenderLayer
Default: "lower-object"
gun_animation_render_layer
Type: RenderLayer
Default: "object"
base_picture
Type: Animation4Way
preparing_animation
Type: RotatedAnimation4Way
prepared_animation
Type: RotatedAnimation4Way
prepared_alternative_animation
Type: RotatedAnimation4Way
starting_attack_animation
Type: RotatedAnimation4Way
attacking_animation
Type: RotatedAnimation4Way
energy_glow_animation
Type: RotatedAnimation4Way
ending_attack_animation
Type: RotatedAnimation4Way
folding_animation
Type: RotatedAnimation4Way
integration
Type: Sprite
glow_light_intensity
Type: float
Default: 0
The intensity of light in the form of energy_glow_animation
drawn on top of energy_glow_animation
.
energy_glow_animation_flicker_strength
Type: float
Default: 0.2
The range of the flickering of the alpha of energy_glow_animation
. Default is range 0.2, so animation alpha can be anywhere between 0.8 and 1.0.
starting_attack_sound
Type: Sound
dying_sound
Type: Sound
preparing_sound
Type: Sound
folding_sound
Type: Sound
prepared_sound
Type: Sound
prepared_alternative_sound
Type: Sound
rotation_speed
Type: float
Default: 1
preparing_speed
Type: float
Default: 1
Controls the speed of the preparing_animation:
1 ÷ preparing_speed = duration of the preparing_animation
folded_speed
Type: float
Default: 1
It's randomized whether a particular turret uses the primary or the secondary speed for its animations.
Controls the speed of the folded_animation:
1 ÷ folded_speed = duration of the folded_animation
folded_speed_secondary
Type: float
Default: 1
It's randomized whether a particular turret uses the primary or the secondary speed for its animations.
Controls the speed of the folded_animation:
1 ÷ folded_speed_secondary = duration of the folded_animation
prepared_speed
Type: float
Default: 1
It's randomized whether a particular turret uses the primary or the secondary speed for its animations.
Controls the speed of the prepared_animation:
1 ÷ prepared_speed = duration of the prepared_animation
prepared_speed_secondary
Type: float
Default: 1
It's randomized whether a particular turret uses the primary or the secondary speed for its animations.
Controls the speed of the prepared_animation:
1 ÷ prepared_speed_secondary = duration of the prepared_animation
prepared_alternative_speed
Type: float
Default: 1
It's randomized whether a particular turret uses the primary or the secondary speed for its animations.
Controls the speed of the prepared_alternative_animation:
1 ÷ prepared_alternative_speed = duration of the prepared_alternative_animation
prepared_alternative_speed_secondary
Type: float
Default: 1
It's randomized whether a particular turret uses the primary or the secondary speed for its animations.
Controls the speed of the prepared_alternative_animation:
1 ÷ prepared_alternative_speed_secondary = duration of the prepared_alternative_animation
prepared_alternative_chance
Type: float
Default: 0
The chance for prepared_alternative_animation
to be used.
starting_attack_speed
Type: float
Default: 1
Controls the speed of the starting_attack_animation:
1 ÷ starting_attack_speed = duration of the starting_attack_animation
attacking_speed
Type: float
Default: 1
Controls the speed of the attacking_animation:
1 ÷ attacking_speed = duration of the attacking_animation
ending_attack_speed
Type: float
Default: 1
Controls the speed of the ending_attack_animation:
1 ÷ ending_attack_speed = duration of the ending_attack_animation
folding_speed
Type: float
Default: 1
Controls the speed of the folding_animation:
1 ÷ folding_speed = duration of the folding_animation
prepare_range
Type: double
Default: The range defined in the attack_parameters
alert_when_attacking
Type: bool
Default: true
spawn_decorations_on_expansion
Type: bool
Default: false
Whether spawn_decoration
should be spawned when enemies expand.
spawn_decoration
Type: CreateDecorativesTriggerEffectItem or table of CreateDecorativesTriggerEffectItem
A single CreateDecorativesTriggerEffectItem or an array of them. Decoratives to be created when the spawner is created by the map generator. Placed when enemies expand if spawn_decorations_on_expansion
is set to true.