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SegmentedUnitPrototype

Entity composed of multiple segment entities that trail behind the head.

Parent

Properties

vision_distance

Vision distance, affects scanning radius for enemies to attack. Must be non-negative. Max 100.

attack_parameters

Attack parameters for when a segmented unit is attacking something.

revenge_attack_parameters

Attack parameters for when a segmented unit is attacking something in retaliation because the target first attacked it.

territory_radius

The territory radius in chunks. The chunk in which the entity spawned is included.

enraged_duration

The number of ticks to remain enraged after last taking damage.

patrolling_speed

The movement speed while patrolling, in tiles per tick. Cannot be negative.

investigating_speed

The movement speed while investigating, in tiles per tick. Cannot be negative.

attacking_speed

The movement speed while attacking, in tiles per tick. Cannot be negative.

enraged_speed

The movement speed while enraged, in tiles per tick. Cannot be negative.

acceleration_rate

The acceleration rate when moving from one state to another. Cannot be negative.

turn_radius

Turn radius, in tiles. Cannot be negative.

patrolling_turn_radius

Cannot be negative.

turn_smoothing

Attempts to smooth out tight turns by limiting how quickly the unit can change turning directions. 0 means no turn smoothing, 1 means no turning whatsoever. Must be between 0 and 1.

ticks_per_scan

The number of ticks between territory scans. Greater values means longer time between scans, which means a slower reaction time. Cannot be 0.

segment_engine

Specification of the segment engine, which should contain a list of the segments that compose the entity's body.

roar

roar_probability

The default is 1.0f / (6.0f * 60.0f), average pause between roars is 6 seconds.

hurt_roar

Sound which plays when health ratio drops below any of hurt_thresholds.

hurt_thresholds

Only loaded, and mandatory if hurt_roar is defined.