Prototype/Beam: Difference between revisions
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== 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. | |||
=== width === | === width === | ||
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=== head === | === head === | ||
'''Type''': [[Types/Animation]] | '''Type''': [[Types/Animation]] | ||
Head segment of the beam. | |||
=== tail === | === tail === | ||
'''Type''': [[Types/Animation]] | '''Type''': [[Types/Animation]] | ||
Tail segment of the beam. | |||
=== body === | === body === | ||
'''Type''': [[Types/AnimationVariations]] | '''Type''': [[Types/AnimationVariations]] | ||
Must have at least 1 variation. | Body segment of the beam. Must have at least 1 variation. | ||
== Optional properties == | == Optional properties == | ||
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=== action === | === action === | ||
'''Type''': [[Types/Trigger]] | '''Type''': [[Types/Trigger]] | ||
=== target_offset === | === target_offset === | ||
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'''Default''': true | '''Default''': true | ||
=== start === | |||
'''Type''': [[Types/Animation]] | |||
Start point of the beam. | |||
=== ending === | |||
'''Type''': [[Types/Animation]] | |||
End point of the beam. | |||
=== start_light === | |||
'''Type''': [[Types/Animation]] | |||
Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[https://forums.factorio.com/viewtopic.php?p=435042#p435042] | |||
=== ending_light === | |||
'''Type''': [[Types/Animation]] | |||
=== head_light === | |||
'''Type''': [[Types/Animation]] | |||
=== tail_light === | |||
'''Type''': [[Types/Animation]] | |||
=== body_light === | |||
'''Type''': [[Types/AnimationVariations]] |
Revision as of 08:08, 10 June 2019
Basics
Prototype type: beam
Extends Prototype/Entity.
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: Types/double
damage_interval
Type: Types/uint32
Damage interval can't be 0. A value of 1 will cause the attack to be applied each tick.
head
Type: Types/Animation
Head segment of the beam.
tail
Type: Types/Animation
Tail segment of the beam.
body
Type: Types/AnimationVariations
Body segment of the beam. Must have at least 1 variation.
Optional properties
action
Type: Types/Trigger
target_offset
Type: Types/vector
random_target_offset
Type: Types/bool
Default: false
random_end_animation_rotation
Type: Types/bool
Default: true
transparent_start_end_animations
Type: Types/bool
Default: true
start
Type: Types/Animation
Start point of the beam.
ending
Type: Types/Animation
End point of the beam.
start_light
Type: Types/Animation
Lights are additively accumulated onto lightmap, which is multiplicatively rendered on the game world.[1]
ending_light
Type: Types/Animation
head_light
Type: Types/Animation
tail_light
Type: Types/Animation