Prototype/Projectile: Difference between revisions
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{{Prototype parent|Prototype/Entity}} | {{Prototype parent|Prototype/Entity}} | ||
Entity with limited lifetime that can hit other entities and has triggers when this happens. | |||
{{Prototype TOC|projectile}} | |||
Prototype | |||
== Mandatory properties == | == Mandatory properties == | ||
This prototype inherits all the properties from [[Prototype/Entity]]. | This prototype inherits all the properties from [[Prototype/Entity]]. | ||
{{Prototype property|animation|[[Types/Animation|Animation]]}} | |||
{{Prototype property|acceleration|[[Types/double|double]]}} | |||
== Optional properties == | == Optional properties == | ||
{{Prototype property|rotatable|[[Types/bool|bool]]|true|optional=true}} | |||
= | |||
{{Prototype property|enable_drawing_with_mask|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|direction_only|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|hit_at_collision_position|[[Types/bool|bool]]|false|optional=true}} | |||
{{Prototype property|force_condition|[[Types/ForceCondition|ForceCondition]]|"all"|optional=true}} | |||
{{Prototype property|piercing_damage|[[Types/float|float]]|0|optional=true}} | |||
Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. If the number is then below 0, the <code>final_action</code> is applied and the projectile destroyed. Otherwise, the projectile simply continues to its destination. | Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. If the number is then below 0, the <code>final_action</code> is applied and the projectile destroyed. Otherwise, the projectile simply continues to its destination. | ||
{{Prototype property|max_speed|[[Types/double|double]]|MAX_DOUBLE|optional=true}} | |||
Must be greater than or equal to 0. | Must be greater than or equal to 0. | ||
{{Prototype property|height|[[Types/double|double]]|1|optional=true}} | |||
{{Prototype property|action|[[Types/Trigger|Trigger]]|optional=true}} | |||
Executed when the projectile hits something. | Executed when the projectile hits something. | ||
{{Prototype property|final_action|[[Types/Trigger|Trigger]]|optional=true}} | |||
Executed when the projectile hits something, after <code>action</code> and only if the entity that was hit was destroyed. The projectile is destroyed right after the final_action. | Executed when the projectile hits something, after <code>action</code> and only if the entity that was hit was destroyed. The projectile is destroyed right after the final_action. | ||
{{Prototype property|light|[[Types/LightDefinition|LightDefinition]]|optional=true}} | |||
{{Prototype property|smoke|Array of [[Types/SmokeSource|SmokeSource]]|optional=true}} | |||
{{Prototype property|hit_collision_mask|[[Types/CollisionMask|CollisionMask]]|<nowiki>{"player-layer", "train-layer"}</nowiki>|optional=true}} | |||
{{Prototype property|shadow|[[Types/Animation|Animation]]|optional=true}} | |||
Revision as of 21:19, 5 August 2019
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/Projectile
Entity with limited lifetime that can hit other entities and has triggers when this happens.
Mandatory properties
This prototype inherits all the properties from Prototype/Entity.
animation
Type: Animation
acceleration
Type: double
Optional properties
rotatable
Type: bool
Default: true
enable_drawing_with_mask
Type: bool
Default: false
direction_only
Type: bool
Default: false
hit_at_collision_position
Type: bool
Default: false
force_condition
Type: ForceCondition
Default: "all"
piercing_damage
Type: float
Default: 0
Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. If the number is then below 0, the final_action
is applied and the projectile destroyed. Otherwise, the projectile simply continues to its destination.
max_speed
Type: double
Default: MAX_DOUBLE
Must be greater than or equal to 0.
height
Type: double
Default: 1
action
Type: Trigger
Executed when the projectile hits something.
final_action
Type: Trigger
Executed when the projectile hits something, after action
and only if the entity that was hit was destroyed. The projectile is destroyed right after the final_action.
light
Type: LightDefinition
smoke
Type: Array of SmokeSource
hit_collision_mask
Type: CollisionMask
Default: {"player-layer", "train-layer"}
shadow
Type: Animation