Prototype/Beam: Difference between revisions
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{{Prototype parent|Prototype/Entity}} | |||
== Basics == | == Basics == | ||
Prototype type: '''beam''' | Prototype type: '''beam''' |
Revision as of 15:17, 24 July 2019
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/Beam
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