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Beam ThingDefs
SmArtKar edited this page Jan 8, 2023
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5 revisions
Beam thingdefs must follow some conditions:
drawOffscreen must be set to true or you might experience random disappearances when more than a half of the beam is offscreen
tickerType must be set to normal
drawerType must be set to RealtimeOnly to prevent tearing
It's also recommended to set these three fields to the following values to prevent your beams from being selected by the player
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<neverMultiSelect>true</neverMultiSelect>Here's an example of a beam thingdef that has 3 frames, changes a frame every 5 screen updates and has 3 variations based on it's range
<ThingDef>
<defName>AthenaBeam</defName>
<label>athena beam</label>
<description>An active beam made using athena framework.</description>
<thingClass>AthenaFramework.Beam</thingClass>
<graphicData>
<texPath>Things/Effects/AthenaBeam</texPath>
<shaderType>MoteGlow</shaderType>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(5, 1)</drawSize>
</graphicData>
<drawOffscreen>true</drawOffscreen>
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>MoteOverhead</altitudeLayer>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<neverMultiSelect>true</neverMultiSelect>
<drawerType>RealtimeOnly</drawerType>
<modExtensions>
<li Class="AthenaFramework.BeamExtension">
<maxRange>25.9</maxRange>
<textureFrameAmount>3</textureFrameAmount>
<textureChangeDelay>5</textureChangeDelay>
<sizeTextureAmount>3</sizeTextureAmount>
</li>
</modExtensions>
</ThingDef>- Stats
- Gene Templates
- Pawn Group Utility
- Under Group Combat Pressure Think Node
- Min Prey Body Size
- Modular Things
- Gene Locked Recipes and Buildings
- Additional Gene Drops
- Angle Based Shotguns
- Following ("Running") Beams
- Pawn Turret Extensions
- Damage Modification
- Advanced Tools
- Shockwave Attacks
- Miniguns
- Elite Shot
- AOE Hediff Explosion Projectiles
- Frag Grenades
- Cooldown Graphics
- Scatter Things Ability
- Abilities on Equipment
- Burst Projectile Abilities
- Reloadable Abilities
- Shockwave Ability
- Projectile Comps
- Projectile Impact Effects
- Projectile Trails
- Bouncy Projectiles
- Spawner Projectiles
- Roof Collapse Projectiles
- Scattershot Projectiles
- Custom Body Graphic For Apparel
- Multi Layered Apparel Graphics
- Advanced Equipment Shields
- Equipment with Prerequisites
- Advanced Armor
- Gene-based Apparel Textures
- Gene Locked Equipment
- Additional Apparel Graphics Comps
- Hediff Giver Extension
- Bomb Hediff Comp
- Remove On Severity Comp
- Renderable Hediffs
- Shield Hediffs
- Armored Hediffs
- Disableable Hediffs
- Modular Hediffs
- Hediffs with Prerequisites
- Singular Hediff Abilities
- Hediff On Damage
- Additional Hediff Graphics Comps
- Caching
- IArmored
- IDamageResponse
- IRenderable
- IStageOverride
- IStatModifier
- IProjectile
- IPreventEquip
- IHediffGraphicGiver and IEquippableGraphicGiver
- IDamageModifier
- IColorSelector
- IBodyModifier