Factorio.com|Forums|Wiki|Mod Portal|API Docs Prototype|Runtime|Auxiliary

# Factorio Prototype Docs Version 2.0.7

## ProjectileAttackParameters :: struct

Inherits from BaseAttackParameters

## Properties

- default
- sorted

type | :: `"projectile"` |
apply_projection_to_projectile_creation_position optional | :: bool |
projectile_center optional | :: Vector | When used with `projectile_creation_parameters`, this offsets what the turret's sprite looks at. [...]
When used with `projectile_creation_parameters`, this offsets what the turret's sprite looks at. [...]
projectile_creation_distance optional | :: float |
shell_particle optional | :: CircularParticleCreationSpecification | Used to show bullet shells/casings being ejected from the gun, see artillery shell casings.
Used to show bullet shells/casings being ejected from the gun, see artillery shell casings.
projectile_creation_parameters optional | :: CircularProjectileCreationSpecification | Used to shoot projectiles from arbitrary points. [...]
Used to shoot projectiles from arbitrary points. [...]
projectile_orientation_offset optional | :: RealOrientation | Used to shoot from different sides of the turret. [...]
Used to shoot from different sides of the turret. [...]
projectile_creation_offsets optional | :: array[Vector] | Used to shoot from multiple points. [...]
Used to shoot from multiple points. [...]

Inherited from BaseAttackParameters

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 `range`, the entity will choose a random distance between `range` and `min_attack_distance` and attack from that 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 optional | :: float |
ammo_consumption_modifier optional | :: float | Must be greater than or equal to `0`.
Must be greater than or equal to `0`.
cooldown_deviation optional | :: float | Must be between `0` and `1`.
Must be between `0` and `1`.
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 `ammo_category` is not defined.
Mandatory if `ammo_category` is not defined.
ammo_category optional | :: AmmoCategoryID | Mandatory if `ammo_categories` is not defined.
Mandatory if `ammo_categories` is not defined.

type | :: `"projectile"` |
apply_projection_to_projectile_creation_position optional | :: bool |
projectile_center optional | :: Vector | When used with `projectile_creation_parameters`, this offsets what the turret's sprite looks at. [...]
When used with `projectile_creation_parameters`, this offsets what the turret's sprite looks at. [...]
projectile_creation_distance optional | :: float |
projectile_creation_offsets optional | :: array[Vector] | Used to shoot from multiple points. [...]
Used to shoot from multiple points. [...]
projectile_creation_parameters optional | :: CircularProjectileCreationSpecification | Used to shoot projectiles from arbitrary points. [...]
Used to shoot projectiles from arbitrary points. [...]
projectile_orientation_offset optional | :: RealOrientation | Used to shoot from different sides of the turret. [...]
Used to shoot from different sides of the turret. [...]
shell_particle optional | :: CircularParticleCreationSpecification | Used to show bullet shells/casings being ejected from the gun, see artillery shell casings.
Used to show bullet shells/casings being ejected from the gun, see artillery shell casings.

Inherited from BaseAttackParameters

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. [...]
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.
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. [...]
ammo_categories optional | :: array[AmmoCategoryID] | Mandatory if `ammo_category` is not defined.
Mandatory if `ammo_category` is not defined.
ammo_category optional | :: AmmoCategoryID | Mandatory if `ammo_categories` is not defined.
Mandatory if `ammo_categories` is not defined.
ammo_consumption_modifier optional | :: float | Must be greater than or equal to `0`.
Must be greater than or equal to `0`.
ammo_type optional | :: AmmoType | Can be mandatory.
Can be mandatory.
animation optional | :: RotatedAnimation |
cooldown_deviation optional | :: float | Must be between `0` and `1`.
Must be between `0` and `1`.
cyclic_sound optional | :: CyclicSound | Played during the attack.
Played during the attack.
damage_modifier optional | :: float |
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. [...]
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. [...]
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. [...]
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. [...]
min_attack_distance optional | :: float | If less than `range`, the entity will choose a random distance between `range` and `min_attack_distance` and attack from that distance.
If less than `range`, the entity will choose a random distance between `range` and `min_attack_distance` and attack from that distance.
min_range optional | :: float | The minimum distance (in tiles) between an entity and target. [...]
The minimum distance (in tiles) between an entity and target. [...]
movement_slow_down_cooldown optional | :: float |
movement_slow_down_factor optional | :: double |
range_mode optional | :: RangeMode |
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.
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.
turn_range optional | :: float | If this is <= 0, it is set to 1. [...]
If this is <= 0, it is set to 1. [...]
use_shooter_direction optional | :: bool |
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. [...]

## Properties

### type :: `"projectile"`

### apply_projection_to_projectile_creation_position :: bool optional

Default: `true`

### projectile_center :: Vector optional

Default: `{0, 0}`

When used with `projectile_creation_parameters`, this offsets what the turret's sprite looks at. Setting to `{0,1}` will cause the turret to aim one tile up from the target but the projectile will still aim for the entity. Can be used to give the illusion of height but can also confuse aim logic when set too high.

When used without `projectile_creation_parameters`, this sets the turret's rotation axis.

### projectile_creation_distance :: float optional

Default: `0`

### shell_particle :: CircularParticleCreationSpecification optional

Used to show bullet shells/casings being ejected from the gun, see artillery shell casings.

### projectile_creation_parameters :: CircularProjectileCreationSpecification optional

Used to shoot projectiles from arbitrary points. Used by worms. If not set then the launch positions are calculated using `projectile_center` and `projectile_creation_distance`.

### projectile_orientation_offset :: RealOrientation optional

Default: `0`

Used to shoot from different sides of the turret. Setting to `0.25` shoots from the right side, `0.5` shoots from the back, and `0.75` shoots from the left. The turret will look at the enemy as normal but the bullet will spawn from the offset position. Can be used to create right-handed weapons.

### projectile_creation_offsets :: array[Vector] optional

Used to shoot from multiple points. The turret will look at the enemy as normal but the bullet will spawn from a random offset position. Can be used to create multi-barreled weapons.

Type used in

- AttackParameters