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 | :: bool | |
ammo_categories optional | :: array[AmmoCategoryID] | Mandatory if |
Mandatory if | ||
ammo_category optional | :: AmmoCategoryID | Mandatory if |
Mandatory if |