Prototype/Projectile: Difference between revisions
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Muppet9010 (talk | contribs) (→Optional properties: add a note to hit_at_collision_position to elaborate on its effect) |
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{{Prototype property|hit_at_collision_position|[[Types/bool|bool]]|false|optional=true}} | {{Prototype property|hit_at_collision_position|[[Types/bool|bool]]|false|optional=true}} | ||
When true the entity is hit at the position on its collision box the projectile first collides with. When false the entity is hit at its own position. | |||
{{Prototype property|force_condition|[[Types/ForceCondition|ForceCondition]]|"all"|optional=true}} | {{Prototype property|force_condition|[[Types/ForceCondition|ForceCondition]]|"all"|optional=true}} |
Revision as of 16:06, 23 November 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
When true the entity is hit at the position on its collision box the projectile first collides with. When false the entity is hit at its own position.
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