Entity composed of multiple segment entities that trail behind the head.
SegmentPrototypedoublefalsefalseVision distance, affects scanning radius for enemies to attack. Must be non-negative. Max 100.
AttackParameterstruefalseAttack parameters for when a segmented unit is attacking something.
AttackParameterstruefalseAttack parameters for when a segmented unit is attacking something in retaliation because the target first attacked it.
uint32falsefalseThe territory radius in chunks. The chunk in which the entity spawned is included.
MapTickfalsefalseThe number of ticks to remain enraged after last taking damage.
doublefalsefalseThe movement speed while patrolling, in tiles per tick. Cannot be negative.
doublefalsefalseThe movement speed while investigating, in tiles per tick. Cannot be negative.
doublefalsefalseThe movement speed while attacking, in tiles per tick. Cannot be negative.
doublefalsefalseThe movement speed while enraged, in tiles per tick. Cannot be negative.
doublefalsefalseThe acceleration rate when moving from one state to another. Cannot be negative.
doublefalsefalseTurn radius, in tiles. Cannot be negative.
doubletruefalseCannot be negative.
doubletruefalseAttempts 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.
uint32truefalseThe number of ticks between territory scans. Greater values means longer time between scans, which means a slower reaction time. Cannot be 0.
SegmentEngineSpecificationfalsefalseSpecification of the segment engine, which should contain a list of the segments that compose the entity's body.
SoundtruefalsefloattruefalseThe default is 1.0f / (6.0f * 60.0f), average pause between roars is 6 seconds.
SoundtruefalseSound which plays when health ratio drops below any of hurt_thresholds.
Array<float>truefalseOnly loaded, and mandatory if hurt_roar is defined.