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BaseAttackParameters

The abstract base of all AttackParameters.

Type

struct

Properties

range

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

cooldown

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

min_range

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

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

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

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

health_penalty

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

min_attack_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

ammo_consumption_modifier

Must be greater than or equal to 0.

cooldown_deviation

Must be between 0 and 1.

warmup

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

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. If set, this property specifies the distance travelled per tick of the fired projectile.

Examples

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

lead_target_for_projectile_delay

Setting this to anything but zero causes projectiles to aim for the predicted location based on enemy movement instead of the current enemy location. If set, this property adds a flat number of ticks atop lead_target_for_projectile_speed that the shooter must lead.

movement_slow_down_cooldown

movement_slow_down_factor

ammo_type

Can be mandatory.

activation_type

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

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

animation

cyclic_sound

Played during the attack.

use_shooter_direction

ammo_categories

Mandatory if ammo_category is not defined.

ammo_category

Mandatory if ammo_categories is not defined.

true_collinear_ejection

Projectile will be creation position and orientation will be collinear with shooter and target (unless offset projectile center is specified). Used for railgun turrets to avoid unexpected friendly fire incidents.