
| Inherits from BaseAttackParameters |
| type | :: "beam" | |
| source_direction_count optional | :: uint32 | |
| source_offset optional | :: Vector |
| 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 | :: RangeMode | |
| min_attack_distance optional | :: float | If less than |
If less than | ||
| damage_modifier optional | :: float | |
| ammo_consumption_modifier optional | :: float | Must be greater than or equal to |
Must be greater than or equal to | ||
| cooldown_deviation optional | :: float | Must be between |
Must be between | ||
| 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. [...] | ||
| lead_target_for_projectile_delay optional | :: uint32 | Setting this to anything but zero causes projectiles to aim for the predicted location based on enemy movement instead of the current enemy location. [...] |
Setting this to anything but zero causes 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 | :: boolean | |
| ammo_categories optional | :: array[AmmoCategoryID] | Mandatory if |
Mandatory if | ||
| ammo_category optional | :: AmmoCategoryID | Mandatory if |
Mandatory if | ||
| true_collinear_ejection optional | :: boolean | Projectile will be creation position and orientation will be collinear with shooter and target (unless offset projectile center is specified). [...] |
Projectile will be creation position and orientation will be collinear with shooter and target (unless offset projectile center is specified). [...] | ||