Shiptest 13 - Modules - TypesVar Details

porta_turret

Vars

current_targetThe current target of the turret, if any
factionSame faction mobs will never be shot at, no matter the other settings
fire_cooldownCooldown until we can shoot again
idFor connecting to additional turrets
lethalIn which mode is turret in, stun or lethal
lethal_projectileLethal mode projectile type
lethal_projectile_soundSound of lethal projectile
lockedIf the turret's behaviour control access is locked
manual_controlIf the turret is currently manually controlled
onDetermines if the turret is on
quit_actionAction button holder for quitting manual control
reaction_cooldownCooldown until we can start firing
reaction_timeReaction time of the turret, how long it takes after acquiring a target to begin firing
remote_controllerMob that is remotely controlling the turret
reqpowerPower needed per shot
retaliatingIf 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_rangeScan range of the turret for locating targets
shot_delayTicks until next shot If this needs to go below 5, use SSFastProcess
spark_systemThe spark system, used for generating... sparks?
stun_projectileStun mode projectile type
stun_projectile_soundSound of stun projectile
target_beamThe beam showing which target we're acquiring
targetsList of ALL targets in range, even if they are not visible
toggle_actionAction button holder for switching between turret modes when manually controlling
turret_flagsTurret flags about who is turret allowed to shoot
wall_turret_directionThe 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