In that case, how about for character entities only, then?
Edit: Looks like we've been tossed in the trash.
Search found 10 matches
- Fri Jun 05, 2020 4:36 am
- Forum: Won't implement
- Topic: Please add an API hook for changing entity resistances
- Replies: 3
- Views: 1708
- Fri Jun 05, 2020 2:39 am
- Forum: Won't implement
- Topic: Please add an API hook for changing entity resistances
- Replies: 3
- Views: 1708
Please add an API hook for changing entity resistances
Currently resistances are read-only on the prototypes.
In order to open up the ability to have weapons that make an entity "weak" to certain damage, as well as to introduce buffs that modify resistance dynamically, i'd like to request that a RW API method to modify resistances by their name and ...
In order to open up the ability to have weapons that make an entity "weak" to certain damage, as well as to introduce buffs that modify resistance dynamically, i'd like to request that a RW API method to modify resistances by their name and ...
- Tue May 26, 2020 3:14 am
- Forum: Won't implement
- Topic: Request for max force # to be increased
- Replies: 1
- Views: 1046
Request for max force # to be increased
I'm using a player's tech tree in a variety of ways where I don't want other players in the same game to also have. Every player needs to have their own force so that tech can be tracked on a per-player basis.
However, the current max force limit is 61, meaning that at higher player counts, it ...
However, the current max force limit is 61, meaning that at higher player counts, it ...
- Fri May 22, 2020 12:26 pm
- Forum: Modding help
- Topic: Not possible to remove homing from attack_parameter based projectiles?
- Replies: 2
- Views: 915
Re: Not possible to remove homing from attack_parameter based projectiles?
Direction and entity based targeting both default, and are locked too, the homing behavior.
direction_only = true seems to work, but it definitely isn't intuitive that it would mean "homing = false".
Thanks.
direction_only = true seems to work, but it definitely isn't intuitive that it would mean "homing = false".
Thanks.
- Fri May 22, 2020 7:56 am
- Forum: Modding help
- Topic: Not possible to remove homing from attack_parameter based projectiles?
- Replies: 2
- Views: 915
Not possible to remove homing from attack_parameter based projectiles?
So, very surprisingly to me, I don't see any field for turning on/off the homing property that all "projectile" based action delivery methods seem to have by default. (this is in attack_parameters for a unit).
I'm using projectiles to simulate AOE sweep attacks in melee, and obviously, that's ...
I'm using projectiles to simulate AOE sweep attacks in melee, and obviously, that's ...
- Fri May 22, 2020 7:30 am
- Forum: Modding help
- Topic: What is "starting_speed" exactly meaning in a projectile?
- Replies: 2
- Views: 781
- Fri May 22, 2020 6:39 am
- Forum: Modding help
- Topic: What is "starting_speed" exactly meaning in a projectile?
- Replies: 2
- Views: 781
What is "starting_speed" exactly meaning in a projectile?
So it's very vague what exactly "starting_speed" is for a projectile.
Checking here - https://wiki.factorio.com/Types/ProjectileTriggerDelivery - it says we should be using a float... and it seems all vanilla projectiles are defined with something between 0.2-1.0... however.. what "speed" is this ...
Checking here - https://wiki.factorio.com/Types/ProjectileTriggerDelivery - it says we should be using a float... and it seems all vanilla projectiles are defined with something between 0.2-1.0... however.. what "speed" is this ...
- Fri May 15, 2020 2:20 am
- Forum: Modding help
- Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
- Replies: 5
- Views: 2065
Re: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
Yea it's looking like the only way to achieve a single spawned "entity" having more than one way to attack is to despawn and respawn it on the same spot, inside of a single tick, with itself (a prototype that is basically the same), except a different attack_parameters set...
Or the devs could add ...
Or the devs could add ...
- Thu May 14, 2020 11:52 am
- Forum: Modding help
- Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
- Replies: 5
- Views: 2065
Re: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
Destroy/create has a lot of overhead so it doesn't sound defensible... can the attack_parameters be easily changed at runtime directly? If so, perhaps holding a table of all in-combat entities and rotating their attacks every few seconds would work.. won't have "smart" AI, but will at least allow ...
- Thu May 14, 2020 8:02 am
- Forum: Modding help
- Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
- Replies: 5
- Views: 2065
NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
Is it possible?
From everything I have seen in the vanilla files and mods, enemies always have only a single set of attack parameters (ie. their weapon). However, for what i'm doing, I need entities to have access to more than one weapon, and ideally, to be able to do some basic proximity checks to ...
From everything I have seen in the vanilla files and mods, enemies always have only a single set of attack parameters (ie. their weapon). However, for what i'm doing, I need entities to have access to more than one weapon, and ideally, to be able to do some basic proximity checks to ...