Prototype/Turret: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
m (→‎Mandatory properties: remove discrepency with required "ammo_type")
(Descriptions for the various animation speeds)
 
(One intermediate revision by the same user not shown)
Line 13: Line 13:


{{Prototype property|attack_parameters|[[Types/AttackParameters|AttackParameters]]}}
{{Prototype property|attack_parameters|[[Types/AttackParameters|AttackParameters]]}}
Requires type in attack_parameters.  
Requires ammo_type in attack_parameters unless this is a [[Prototype/AmmoTurret]].  


{{Prototype property|folded_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]}}
{{Prototype property|folded_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]}}
Line 35: Line 35:


{{Prototype property|secondary_animation|[[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|attack_from_start_frame|[[Types/bool|bool]]|false|optional=true}}
Line 89: Line 90:


{{Prototype property|preparing_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}}
{{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}}
{{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}}
{{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}}
{{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}}
{{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}}
{{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}}
{{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}}
{{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}}
{{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}}
{{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}}
{{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|prepare_range|[[Types/double|double]]|The range defined in the <code>attack_parameters</code>|optional=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.


Prototype/Turret — turret
attack_parameters::AttackParameters
call_for_help_radius::double
folded_animation::RotatedAnimation4Way
alert_when_attacking::bool (optional)
allow_turning_when_starting_attack::bool (optional)
attack_from_start_frame::bool (optional)
attack_target_mask::TriggerTargetMask (optional)
attacking_animation::RotatedAnimation4Way (optional)
attacking_speed::float (optional)
base_picture::Animation4Way (optional)
base_picture_render_layer::RenderLayer (optional)
base_picture_secondary_draw_order::uint8 (optional)
corpse::string (optional)
dying_sound::Sound (optional)
ending_attack_animation::RotatedAnimation4Way (optional)
ending_attack_speed::float (optional)
energy_glow_animation::RotatedAnimation4Way (optional)
energy_glow_animation_flicker_strength::float (optional)
folded_speed::float (optional)
folded_speed_secondary::float (optional)
folding_animation::RotatedAnimation4Way (optional)
folding_sound::Sound (optional)
folding_speed::float (optional)
glow_light_intensity::float (optional)
gun_animation_render_layer::RenderLayer (optional)
gun_animation_secondary_draw_order::uint8 (optional)
ignore_target_mask::TriggerTargetMask (optional)
integration::Sprite (optional)
prepare_range::double (optional)
prepared_alternative_animation::RotatedAnimation4Way (optional)
prepared_alternative_chance::float (optional)
prepared_alternative_sound::Sound (optional)
prepared_alternative_speed::float (optional)
prepared_alternative_speed_secondary::float (optional)
prepared_animation::RotatedAnimation4Way (optional)
prepared_sound::Sound (optional)
prepared_speed::float (optional)
prepared_speed_secondary::float (optional)
preparing_animation::RotatedAnimation4Way (optional)
preparing_sound::Sound (optional)
preparing_speed::float (optional)
random_animation_offset::bool (optional)
rotation_speed::float (optional)
secondary_animation::bool (optional)
shoot_in_prepare_state::bool (optional)
spawn_decoration::CreateDecorativesTriggerEffectItem or table of CreateDecorativesTriggerEffectItem (optional)
spawn_decorations_on_expansion::bool (optional)
starting_attack_animation::RotatedAnimation4Way (optional)
starting_attack_sound::Sound (optional)
starting_attack_speed::float (optional)
turret_base_has_direction::bool (optional)
Inherited from Prototype/EntityWithOwner
allow_run_time_change_of_is_military_target::bool (optional)
is_military_target::bool (optional)
Inherited from Prototype/EntityWithHealth
alert_when_damaged::bool (optional)
attack_reaction::AttackReaction (optional)
corpse::string or table of strings (optional)
create_ghost_on_death::bool (optional)
damaged_trigger_effect::TriggerEffect (optional)
dying_explosion::ExplosionDefinition or table of ExplosionDefinition (optional)
dying_trigger_effect::TriggerEffect (optional)
healing_per_tick::float (optional)
hide_resistances::bool (optional)
integration_patch::Sprite4Way (optional)
integration_patch_render_layer::RenderLayer (optional)
loot::Loot (optional)
max_health::float (optional)
random_corpse_variation::bool (optional)
repair_sound::Sound (optional)
repair_speed_modifier::float (optional)
resistances::Resistances (optional)
Inherited from Prototype/Entity
icons, icon, icon_size (IconSpecification)::IconSpecification
additional_pastable_entities::table of string (optional)
alert_icon_scale::float (optional)
alert_icon_shift::vector (optional)
allow_copy_paste::bool (optional)
autoplace::AutoplaceSpecification (optional)
build_base_evolution_requirement::double (optional)
build_grid_size::uint8 (optional)
build_sound::Sound (optional)
close_sound::Sound (optional)
collision_box::BoundingBox (optional)
collision_mask::CollisionMask (optional)
created_effect::Trigger (optional)
created_smoke::CreateTrivialSmokeEffectItem (optional)
drawing_box::BoundingBox (optional)
emissions_per_second::double (optional)
enemy_map_color::Color (optional)
fast_replaceable_group::string (optional)
flags::EntityPrototypeFlags (optional)
friendly_map_color::Color (optional)
hit_visualization_box::BoundingBox (optional)
map_color::Color (optional)
map_generator_bounding_box::BoundingBox (optional)
minable::MinableProperties (optional)
mined_sound::Sound (optional)
mining_sound::Sound (optional)
next_upgrade::string (optional)
open_sound::Sound (optional)
placeable_by::ItemToPlace or table of ItemToPlace (optional)
protected_from_tile_building::bool (optional)
radius_visualisation_specification::RadiusVisualisationSpecification (optional)
remains_when_mined::string or table of string (optional)
remove_decoratives::string (optional)
rotated_sound::Sound (optional)
selectable_in_game::bool (optional)
selection_box::BoundingBox (optional)
selection_priority::uint8 (optional)
shooting_cursor_size::double (optional)
sticker_box::BoundingBox (optional)
subgroup::string (optional)
tile_height::uint32 (optional)
tile_width::uint32 (optional)
trigger_target_mask::TriggerTargetMask (optional)
vehicle_impact_sound::Sound (optional)
water_reflection::WaterReflectionDefinition (optional)
working_sound::WorkingSound (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

Extensions

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.