Factorio Prototype DocsVersion 1.1.107

BaseAttackParameters :: struct - abstract

The abstract base of all AttackParameters.

Children

Properties

range :: float

Before an entity can attack, the distance (in tiles) between the entity and target must be less than or equal to this.

Before an entity can attack, the distance (in tiles) between the entity and target must be less than or equal to this.

cooldown :: float

Number of ticks in which it will be possible to shoot again. [...]

Number of ticks in which it will be possible to shoot again. [...]

min_range optional :: float

The minimum distance (in tiles) between an entity and target. [...]

The minimum distance (in tiles) between an entity and target. [...]

turn_range optional :: float

If this is <= 0, it is set to 1. [...]

If this is <= 0, it is set to 1. [...]

fire_penalty optional :: float

Used when searching for the nearest enemy, when this is > 0, enemies that aren't burning are preferred over burning enemies. [...]

Used when searching for the nearest enemy, when this is > 0, enemies that aren't burning are preferred over burning enemies. [...]

rotate_penalty optional :: float

A higher penalty will discourage turrets from targeting units that would take longer to turn to face.

A higher penalty will discourage turrets from targeting units that would take longer to turn to face.

health_penalty optional :: float

A higher penalty will discourage turrets from targeting units with higher health. [...]

A higher penalty will discourage turrets from targeting units with higher health. [...]

range_mode optional :: "center-to-center" or "bounding-box-to-bounding-box"
min_attack_distance optional :: float

If less than range, the entity will choose a random distance between range and min_attack_distance and attack from that distance.

If less than range, the entity will choose a random distance between range and min_attack_distance and attack from that distance.

damage_modifier optional :: float
ammo_consumption_modifier optional :: float

Must be greater than or equal to 0.

Must be greater than or equal to 0.

cooldown_deviation optional :: float

Must be between 0 and 1.

Must be between 0 and 1.

warmup optional :: uint32

Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. [...]

Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. [...]

lead_target_for_projectile_speed optional :: float

Setting this to anything but zero causes homing projectiles to aim for the predicted location based on enemy movement instead of the current enemy location.

Setting this to anything but zero causes homing projectiles to aim for the predicted location based on enemy movement instead of the current enemy location.

movement_slow_down_cooldown optional :: float
movement_slow_down_factor optional :: double
ammo_type optional :: AmmoType

Can be mandatory.

Can be mandatory.

activation_type optional :: "shoot" or "throw" or "consume" or "activate"

Used in tooltips to set the tooltip category. [...]

Used in tooltips to set the tooltip category. [...]

sound optional :: LayeredSound

Played once at the start of the attack if these are ProjectileAttackParameters.

Played once at the start of the attack if these are ProjectileAttackParameters.

animation optional :: RotatedAnimation
cyclic_sound optional :: CyclicSound

Played during the attack.

Played during the attack.

use_shooter_direction optional :: bool
ammo_categories optional :: array[AmmoCategoryID]
ammo_category optional :: AmmoCategoryID

Mandatory if both ammo_type and ammo_categories are not defined.

Mandatory if both ammo_type and ammo_categories are not defined.

Properties

range :: float

Before an entity can attack, the distance (in tiles) between the entity and target must be less than or equal to this.

cooldown :: float

Number of ticks in which it will be possible to shoot again. If < 1, multiple shots can be performed in one tick.

min_range :: float optional

Default: 0

The minimum distance (in tiles) between an entity and target. If a unit's target is less than this, the unit will attempt to move away before attacking. A flamethrower turret does not move, but has a minimum range. Less than this, it is unable to target an enemy.

turn_range :: float optional

Default: 1

If this is <= 0, it is set to 1. Arc from 0 to 1, so for example 0.25 is 90°. Used by the flamethrower turret in the base game. Arcs greater than 0.5 but less than 1 will be clamped to 0.5 as targeting in arcs larger than half circle is not implemented.

fire_penalty :: float optional

Default: 0

Used when searching for the nearest enemy, when this is > 0, enemies that aren't burning are preferred over burning enemies. Definition of "burning" for this: Entity has sticker attached to it, and the sticker has a spread_fire_entity set.

rotate_penalty :: float optional

Default: 0

A higher penalty will discourage turrets from targeting units that would take longer to turn to face.

health_penalty :: float optional

Default: 0

A higher penalty will discourage turrets from targeting units with higher health. A negative penalty will encourage turrets to target units with higher health.

range_mode :: "center-to-center" or "bounding-box-to-bounding-box" optional

Default: "center-to-center"

min_attack_distance :: float optional

Default: equal to range property

If less than range, the entity will choose a random distance between range and min_attack_distance and attack from that distance.

damage_modifier :: float optional

Default: 1

ammo_consumption_modifier :: float optional

Default: 1

Must be greater than or equal to 0.

cooldown_deviation :: float optional

Default: 0

Must be between 0 and 1.

warmup :: uint32 optional

Default: 0

Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. This also allows to "adjust" the shooting animation to the effect of shooting.

CapsuleActions cannot have attack parameters with non-zero warmup.

lead_target_for_projectile_speed :: float optional

Default: 0

Setting this to anything but zero causes homing projectiles to aim for the predicted location based on enemy movement instead of the current enemy location.

Example

-- this is same as particle horizontal speed of flamethrower fire stream
lead_target_for_projectile_speed = 0.2* 0.75 * 1.5

movement_slow_down_cooldown :: float optional

Default: equal to cooldown property

movement_slow_down_factor :: double optional

Default: 1

ammo_type :: AmmoType optional

Can be mandatory.

activation_type :: "shoot" or "throw" or "consume" or "activate" optional

Default: "shoot"

Used in tooltips to set the tooltip category. It is also used to get the locale keys for activation instructions and speed of the action for the tooltip.

For example, an activation_type of "throw" will result in the tooltip category "thrown" and the tooltip locale keys "gui.instruction-to-throw" and "description.throwing-speed".

sound :: LayeredSound optional

Played once at the start of the attack if these are ProjectileAttackParameters.

animation :: RotatedAnimation optional

cyclic_sound :: CyclicSound optional

Played during the attack.

use_shooter_direction :: bool optional

Default: false

ammo_categories :: array[AmmoCategoryID] optional

ammo_category :: AmmoCategoryID optional

Mandatory if both ammo_type and ammo_categories are not defined.

Prototypes

Types