Prototype/Turret
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Turret
A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition.
Extensions
- Prototype/AmmoTurret ammo-turret
- Prototype/ElectricTurret electric-turret
- Prototype/FluidTurret fluid-turret
Mandatory properties
This prototype inherits all the properties from Prototype/EntityWithOwner.
attack_parameters
Type: AttackParameters
Requires ammo_type in attack_parameters unless this is a Prototype/AmmoTurret.
folded_animation
Type: RotatedAnimation4Way
call_for_help_radius
Type: double
Optional properties
corpse
Type: string
The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings.
attack_target_mask
Type: TriggerTargetMask
Default: all masks
ignore_target_mask
Type: TriggerTargetMask
Default: no masks
shoot_in_prepare_state
Type: bool
Default: false
turret_base_has_direction
Type: bool
Default: false
random_animation_offset
Type: bool
Default: false
secondary_animation
Type: bool
Default: false
attack_from_start_frame
Type: bool
Default: false
allow_turning_when_starting_attack
Type: bool
Default: false
base_picture_secondary_draw_order
Type: uint8
Default: 0
gun_animation_secondary_draw_order
Type: uint8
Default: 0
base_picture_render_layer
Type: RenderLayer
Default: "lower-object"
gun_animation_render_layer
Type: RenderLayer
Default: "object"
base_picture
Type: Animation4Way
preparing_animation
Type: RotatedAnimation4Way
prepared_animation
Type: RotatedAnimation4Way
prepared_alternative_animation
Type: RotatedAnimation4Way
starting_attack_animation
Type: RotatedAnimation4Way
attacking_animation
Type: RotatedAnimation4Way
energy_glow_animation
Type: RotatedAnimation4Way
ending_attack_animation
Type: RotatedAnimation4Way
folding_animation
Type: RotatedAnimation4Way
integration
Type: Sprite
glow_light_intensity
Type: float
Default: 0
The intensity of light in the form of energy_glow_animation
drawn on top of energy_glow_animation
.
energy_glow_animation_flicker_strength
Type: float
Default: 0.2
The range of the flickering of the alpha of energy_glow_animation
. Default is range 0.2, so animation alpha can be anywhere between 0.8 and 1.0.
starting_attack_sound
Type: Sound
dying_sound
Type: Sound
preparing_sound
Type: Sound
folding_sound
Type: Sound
prepared_sound
Type: Sound
prepared_alternative_sound
Type: Sound
rotation_speed
Type: float
Default: 1
preparing_speed
Type: float
Default: 1
folded_speed
Type: float
Default: 1
folded_speed_secondary
Type: float
Default: 1
prepared_speed
Type: float
Default: 1
prepared_speed_secondary
Type: float
Default: 1
prepared_alternative_speed
Type: float
Default: 1
prepared_alternative_speed_secondary
Type: float
Default: 1
prepared_alternative_chance
Type: float
Default: 0
starting_attack_speed
Type: float
Default: 1
attacking_speed
Type: float
Default: 1
ending_attack_speed
Type: float
Default: 1
folding_speed
Type: float
Default: 1
prepare_range
Type: double
Default: The range defined in the attack_parameters
alert_when_attacking
Type: bool
Default: true
spawn_decorations_on_expansion
Type: bool
Default: false
Whether spawn_decoration
should be spawned when enemies expand.
spawn_decoration
Type: CreateDecorativesTriggerEffectItem or table of CreateDecorativesTriggerEffectItem
A single CreateDecorativesTriggerEffectItem or an array of them. Decoratives to be created when the spawner is created by the map generator. Placed when enemies expand if spawn_decorations_on_expansion
is set to true.