Prototype/FluidStream: Difference between revisions
m (formatting) |
(action won't happen for the first particle if initial_action happened) |
||
Line 23: | Line 23: | ||
{{Prototype property|action|[[Types/Trigger|Trigger]]|optional=true}} | {{Prototype property|action|[[Types/Trigger|Trigger]]|optional=true}} | ||
Action that is triggered every time a particle lands. | Action that is triggered every time a particle lands. Not triggered for the first particle if <code>initial_action</code> is defined. | ||
{{Prototype property|special_neutral_target_damage|[[Types/DamagePrototype|DamagePrototype]]|optional=true}} | {{Prototype property|special_neutral_target_damage|[[Types/DamagePrototype|DamagePrototype]]|optional=true}} |
Revision as of 11:34, 7 November 2022
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/FluidStream
Used for example for the handheld flamethrower.
Mandatory properties
This prototype inherits all the properties from Prototype/Entity.
particle_spawn_interval
Type: uint16
The stream will spawn one particle every particle_spawn_interval
ticks until the particle_spawn_timeout
is reached. The first particle will trigger an initial_action
upon landing. Each particle triggers an action
upon landing. Particles spawned within a single particle_spawn_timeout
interval will be connected by a stretched spine_animation
.
particle_horizontal_speed
Type: double
Must be larger than 0. particle_horizontal_speed
has to be greater than particle_horizontal_speed_deviation
.
particle_horizontal_speed_deviation
Type: double
particle_vertical_acceleration
Type: double
Optional properties
initial_action
Type: Trigger
Action that is triggered when the first particle lands.
action
Type: Trigger
Action that is triggered every time a particle lands. Not triggered for the first particle if initial_action
is defined.
special_neutral_target_damage
Type: DamagePrototype
width
Type: float
Default: 0.5
particle_buffer_size
Type: uint32
Default: 20
Number of spawned child particles of the stream. Must be greater than 0 and less than 256.
particle_spawn_timeout
Type: uint16
Default: 4 * particle_spawn_interval
particle_start_alpha
Type: float
Default: 1
particle_end_alpha
Type: float
Default: 1
particle_start_scale
Type: float
Default: 1
particle_alpha_per_part
Type: float
Default: 1
particle_scale_per_part
Type: float
Default: 1
particle_fade_out_threshold
Type: float
Default: 1
Value between 0 and 1.
particle_loop_exit_threshold
Type: float
Default: 0
Value between 0 and 1.
particle_loop_frame_count
Type: uint16
Default: 1
Will be set to 1 by the game if less than 1.
particle_fade_out_duration
Type: uint16
Default: max uint16 (65553)
Will be set to 1 by the game if less than 1.
spine_animation
Type: Animation
particle
Type: Animation
shadow
Type: Animation
smoke_sources
Type: table of SmokeSource
Smoke spawning is controlled by progress_to_create_smoke
.
progress_to_create_smoke
Type: float
Default: 0.5
The point in the particles projectile arc to start spawning smoke. 0.5 (the default) starts spawning smoke at the halfway point between the source and target.
stream_light
Type: LightDefinition
ground_light
Type: LightDefinition
target_position_deviation
Type: double
Default: 0
oriented_particle
Type: bool
Default: false
shadow_scale_enabled
Type: bool
Default: false