porta_turret
Vars | |
current_target | The current target of the turret, if any |
---|---|
faction | Same faction mobs will never be shot at, no matter the other settings |
fire_cooldown | Cooldown until we can shoot again |
id | For connecting to additional turrets |
lethal | In which mode is turret in, stun or lethal |
lethal_projectile | Lethal mode projectile type |
lethal_projectile_sound | Sound of lethal projectile |
locked | If the turret's behaviour control access is locked |
manual_control | If the turret is currently manually controlled |
on | Determines if the turret is on |
quit_action | Action button holder for quitting manual control |
reaction_cooldown | Cooldown until we can start firing |
reaction_time | Reaction time of the turret, how long it takes after acquiring a target to begin firing |
remote_controller | Mob that is remotely controlling the turret |
reqpower | Power needed per shot |
retaliating | If the turret is currently retaliating. Turrets will ignore all other settings to shoot at the attacker until they're dead or out of range |
scan_range | Scan range of the turret for locating targets |
shot_delay | Ticks until next shot If this needs to go below 5, use SSFastProcess |
spark_system | The spark system, used for generating... sparks? |
stun_projectile | Stun mode projectile type |
stun_projectile_sound | Sound of stun projectile |
target_beam | The beam showing which target we're acquiring |
targets | List of ALL targets in range, even if they are not visible |
toggle_action | Action button holder for switching between turret modes when manually controlling |
turret_flags | Turret flags about who is turret allowed to shoot |
wall_turret_direction | The turret will try to shoot from a turf in that direction when in a wall |
Var Details
current_target
The current target of the turret, if any
faction
Same faction mobs will never be shot at, no matter the other settings
fire_cooldown
Cooldown until we can shoot again
id
For connecting to additional turrets
lethal
In which mode is turret in, stun or lethal
lethal_projectile
Lethal mode projectile type
lethal_projectile_sound
Sound of lethal projectile
locked
If the turret's behaviour control access is locked
manual_control
If the turret is currently manually controlled
on
Determines if the turret is on
quit_action
Action button holder for quitting manual control
reaction_cooldown
Cooldown until we can start firing
reaction_time
Reaction time of the turret, how long it takes after acquiring a target to begin firing
remote_controller
Mob that is remotely controlling the turret
reqpower
Power needed per shot
retaliating
If the turret is currently retaliating. Turrets will ignore all other settings to shoot at the attacker until they're dead or out of range
scan_range
Scan range of the turret for locating targets
shot_delay
Ticks until next shot If this needs to go below 5, use SSFastProcess
spark_system
The spark system, used for generating... sparks?
stun_projectile
Stun mode projectile type
stun_projectile_sound
Sound of stun projectile
target_beam
The beam showing which target we're acquiring
targets
List of ALL targets in range, even if they are not visible
toggle_action
Action button holder for switching between turret modes when manually controlling
turret_flags
Turret flags about who is turret allowed to shoot
wall_turret_direction
The turret will try to shoot from a turf in that direction when in a wall