Prototype/Projectile: Difference between revisions
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{{Prototype property|direction_only|[[Types/bool|bool]]|false|optional=true}} | {{Prototype property|direction_only|[[Types/bool|bool]]|false|optional=true}} | ||
Setting this to true can be used to disable projectile homing behaviour. | |||
{{Prototype property|hit_at_collision_position|[[Types/bool|bool]]|false|optional=true}} | {{Prototype property|hit_at_collision_position|[[Types/bool|bool]]|false|optional=true}} |
Revision as of 10:51, 25 May 2020
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
Whether the animation of the projectile is rotated to match the direction of travel.
enable_drawing_with_mask
Type: bool
Default: false
direction_only
Type: bool
Default: false
Setting this to true can be used to disable projectile homing behaviour.
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.
turn_speed
Type: float
Default: 1
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