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TurretPrototype

A turret that needs no extra ammunition. See the children for turrets that need some kind of ammunition.

Parent

Properties

attack_parameters

Requires ammo_type in attack_parameters unless this is a AmmoTurretPrototype.

folded_animation

call_for_help_radius

attack_target_mask

ignore_target_mask

shoot_in_prepare_state

start_attacking_only_when_can_shoot

When false the turret will enter starting_attack state without checking its ammo or energy levels. FluidTurretPrototype forces this to true.

turret_base_has_direction

When true the turret's collision box will affected by its rotation.

random_animation_offset

attack_from_start_frame

allow_turning_when_starting_attack

gun_animation_secondary_draw_order

gun_animation_render_layer

graphics_set

preparing_animation

prepared_animation

prepared_alternative_animation

starting_attack_animation

attacking_animation

energy_glow_animation

resource_indicator_animation

ending_attack_animation

folding_animation

integration

special_effect

glow_light_intensity

The intensity of light in the form of energy_glow_animation drawn on top of energy_glow_animation.

energy_glow_animation_flicker_strength

The range of the flickering of the alpha of energy_glow_animation. Default is range 0.2, so animation alpha can be anywhere between 0.8 and 1.0.

starting_attack_sound

dying_sound

preparing_sound

folding_sound

prepared_sound

prepared_alternative_sound

rotating_sound

default_speed

default_speed_secondary

default_speed_when_killed

default_starting_progress_when_killed

rotation_speed

rotation_speed_secondary

rotation_speed_when_killed

rotation_starting_progress_when_killed

preparing_speed

Controls the speed of the preparing_animation: 1 ÷ preparing_speed = duration of the preparing_animation

preparing_speed_secondary

preparing_speed_when_killed

preparing_starting_progress_when_killed

folded_speed

It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the folded_animation: 1 ÷ folded_speed = duration of the folded_animation

folded_speed_secondary

It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the folded_animation: 1 ÷ folded_speed_secondary = duration of the folded_animation

folded_speed_when_killed

folded_starting_progress_when_killed

prepared_speed

It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_animation: 1 ÷ prepared_speed = duration of the prepared_animation

prepared_speed_secondary

It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_animation: 1 ÷ prepared_speed_secondary = duration of the prepared_animation

prepared_speed_when_killed

prepared_starting_progress_when_killed

prepared_alternative_speed

It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_alternative_animation: 1 ÷ prepared_alternative_speed = duration of the prepared_alternative_animation

prepared_alternative_speed_secondary

It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_alternative_animation: 1 ÷ prepared_alternative_speed_secondary = duration of the prepared_alternative_animation

prepared_alternative_speed_when_killed

prepared_alternative_starting_progress_when_killed

prepared_alternative_chance

The chance for prepared_alternative_animation to be used.

starting_attack_speed

Controls the speed of the starting_attack_animation: 1 ÷ starting_attack_speed = duration of the starting_attack_animation

starting_attack_speed_secondary

starting_attack_speed_when_killed

starting_attack_starting_progress_when_killed

attacking_speed

Controls the speed of the attacking_animation: 1 ÷ attacking_speed = duration of the attacking_animation

ending_attack_speed

Controls the speed of the ending_attack_animation: 1 ÷ ending_attack_speed = duration of the ending_attack_animation

ending_attack_speed_secondary

ending_attack_speed_when_killed

ending_attack_starting_progress_when_killed

folding_speed

Controls the speed of the folding_animation: 1 ÷ folding_speed = duration of the folding_animation

folding_speed_secondary

folding_speed_when_killed

folding_starting_progress_when_killed

prepare_range

alert_when_attacking

spawn_decorations_on_expansion

Whether spawn_decoration should be spawned when this turret is created through enemy expansion.

folded_animation_is_stateless

unfolds_before_dying

spawn_decoration

Decoratives to be created when the spawner is created by the map generator. Placed when enemies expand if spawn_decorations_on_expansion is set to true.

folded_state_corpse

can_retarget_while_starting_attack

is_military_target

Whether this prototype should be a high priority target for enemy forces. See Military units and structures.

circuit_wire_max_distance

The maximum circuit wire distance for this entity.

draw_copper_wires

draw_circuit_wires

circuit_connector

Set of circuit connector definitions for all directions used by this turret. Required amount of elements is based on other prototype values: 8 elements if building-direction-8-way flag is set, or 16 elements if building-direction-16-way flag is set, or 4 elements if turret_base_has_direction is set to true, or 1 element.