mod参数/attack
canAttack:
<值>
bool
<释>
"If set to false, can not attack any unit. Regards of other canAttack options below."
canAttack: true
canAttackFlyingUnits:
<值>
LogicBoolean
<释>
can also be narrowed per turret. Note: not required if canAttack is false.
canAttackFlyingUnits: false
canAttackLandUnits:
<值>
LogicBoolean
<释>
can also be narrowed per turret
canAttackLandUnits: true
canAttackUnderwaterUnits:
<值>
LogicBoolean
<释>
can also be narrowed per turret
canAttackUnderwaterUnits: false
maxAttackRange:
<值>
float
<释>
(multiplied by globalScale)
maxAttackRange: 300
canAttackNotTouchingWaterUnits:
<值>
LogicBoolean
<释>
Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. (can also be set per turret)
canAttackNotTouchingWaterUnits: false
canOnlyAttackUnitsWithTags
<值>
tags
<释>
Will only attack units that has the specified tags.
"canOnlyAttackUnitsWithTags: metallic, ceramic"
canOnlyAttackUnitsWithoutTags
<值>
tags
<释>
Can only attack units without the specified tags.
"canOnlyAttackUnitsWithoutTags: corrosive, magnetic"
turretMultiTargeting
<值>
bool
<释>
Allow each turrets to fire at a different target at the same time. Very useful if [turret]limitingAngle is used
turretMultiTargeting: true
isMelee:
<值>
bool
<释>
"Used with a low attack range (like maxAttackRange: 9) makes src and target radius get added to range, and effects AI."
isMelee: true
meleeEngangementDistance
<值>
int
<释>
"Makes unit move to attack nearby units. Defaults to 250 for melee, and 0 for non melee (Works even if non-melee, but might be unexpected to players)"
meleeEngangementDistance: 400
turretRotateWithBody
<值>
bool
<释>
Are all turrets rotated when body rotates. Defaults to true
turretRotateWithBody: true
attackMovement:
<值>
string
<释>
normal/bomber. bomber attack movement will retreat when energy runs out
attackMovement: true
dieOnAttack:
<值>
bool
<释>
Will die when it attacks.
dieOnAttack: true
isFixedFiring:
<值>
bool
<释>
Must aim body at target to shoot. Will often make the unit need to stop before it can aim and shoot.
isFixedFiring: true
aimOffsetSpread:
<值>
float
<释>
Offset each shot multiplied by target radius. Defaults to 0.6. aimOffsetSpread:0 will make unit always attack center
aimOffsetSpread:0
stopTargetingAfterFiring
<值>
bool
<释>
Unit stops targeting after firing a shot. Rarely used or needed.
stopTargetingAfterFiring: true
disablePassiveTargeting:
<值>
bool
<释>
Unit only attacks manually ordered target. Rarely used or needed.
disablePassiveTargeting: true
showRangeUIGuide
<值>
bool
<释>
Will it show the range indicator. Useful for showing ranges in radar and related structures.
showRangeUIGuide: true
shootDelayMultiplier
<值>
float
<释>
Defaults to 1. Can be dynamically changed with setUnitStats
shootDelayMultiplier: 0.75
shootDamageMultiplier
<值>
float
<释>
Defaults to 1. Can be dynamically changed with setUnitStats
shootDamageMultiplier: 2.43
turretSize:
<值>
float
<释>
(multiplied by globalScale)
turretTurnSpeed:
<值>
float
<释>
shootDelay:
<值>
float
<释>
"Global delay, can also use delay on each turret"