Prototype/Radar: Difference between revisions
(Converted to SMW format) |
(1.1.51: Prototype/EntityWithOwner added) |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Prototype parent|Prototype/ | {{Prototype parent|Prototype/EntityWithOwner}} | ||
A [[radar]]. | A [[radar]]. | ||
Line 5: | Line 5: | ||
== Mandatory properties == | == Mandatory properties == | ||
This prototype inherits all the properties from [[Prototype/ | This prototype inherits all the properties from [[Prototype/EntityWithOwner]]. | ||
{{Prototype property|energy_usage|[[Types/Energy|Energy]]}} | {{Prototype property|energy_usage|[[Types/Energy|Energy]]}} | ||
Line 11: | Line 11: | ||
{{Prototype property|energy_per_sector|[[Types/Energy|Energy]]}} | {{Prototype property|energy_per_sector|[[Types/Energy|Energy]]}} | ||
The amount of energy it takes to scan a sector. | The amount of energy it takes to scan a sector. This value doesn't have any effect on nearby scanning. | ||
{{Prototype property|energy_per_nearby_scan|[[Types/Energy|Energy]]}} | {{Prototype property|energy_per_nearby_scan|[[Types/Energy|Energy]]}} | ||
The amount of energy the radar has to consume for nearby scan to be performed. | |||
Performance warning: nearby scan causes recharting of many chunks, which is expensive operation. If you want to make a radar that updates map more in real time, you should keep its range low. If you are making radar with high range, you should set this value such that nearby scan is performed once a second or so. For example if you set energy_usage to 100kW, setting energy_per_nearby_scan to 100kJ will cause nearby scan happen once per second. This value doesn't have any effect on sector scanning. | |||
{{Prototype property|energy_source|[[Types/EnergySource|EnergySource]]}} | {{Prototype property|energy_source|[[Types/EnergySource|EnergySource]]}} | ||
Line 21: | Line 23: | ||
{{Prototype property|max_distance_of_sector_revealed|[[Types/uint32|uint32]]}} | {{Prototype property|max_distance_of_sector_revealed|[[Types/uint32|uint32]]}} | ||
The radius of the area this radar can chart, in chunks. | |||
{{Prototype property|max_distance_of_nearby_sector_revealed|[[Types/uint32|uint32]]}} | {{Prototype property|max_distance_of_nearby_sector_revealed|[[Types/uint32|uint32]]}} | ||
The radius of the area constantly revealed by this radar, in chunks. | |||
== Optional properties == | == Optional properties == |
Latest revision as of 19:27, 21 January 2022
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Radar
A radar.
Mandatory properties
This prototype inherits all the properties from Prototype/EntityWithOwner.
energy_usage
Type: Energy
The amount of energy this radar uses.
energy_per_sector
Type: Energy
The amount of energy it takes to scan a sector. This value doesn't have any effect on nearby scanning.
energy_per_nearby_scan
Type: Energy
The amount of energy the radar has to consume for nearby scan to be performed.
Performance warning: nearby scan causes recharting of many chunks, which is expensive operation. If you want to make a radar that updates map more in real time, you should keep its range low. If you are making radar with high range, you should set this value such that nearby scan is performed once a second or so. For example if you set energy_usage to 100kW, setting energy_per_nearby_scan to 100kJ will cause nearby scan happen once per second. This value doesn't have any effect on sector scanning.
energy_source
Type: EnergySource
The energy source for this radar.
pictures
Type: RotatedSprite
max_distance_of_sector_revealed
Type: uint32
The radius of the area this radar can chart, in chunks.
max_distance_of_nearby_sector_revealed
Type: uint32
The radius of the area constantly revealed by this radar, in chunks.
Optional properties
radius_minimap_visualisation_color
Type: Color
rotation_speed
Type: double
Default: 0.01