BeamEmitter
Cosmoteer.Ships.Parts.Weapons.BeamEmitter
A weapon emitter that emits a straight beam.
This component creates a hitscan (no projectile, hits instantly & can't be dodged) straight beam.
Inherits from Emitter
.
Used by all beam weapons and equipment, e.g. ion_beam
or resource_collector
, but also all hitscan weapons like chaingun
and flak
.
Name | Type | Required? | Buffable? | Default value | Description |
---|---|---|---|---|---|
Range | Float | Yes | Yes | - | How far it goes. |
StretchRange | Float? | - | Yes | - | |
IdealRange | Range<Float>? | - | Yes | - | Distance the AI will try to use it from. |
IdealRadius | Range<Float> | - | Yes | - | Influences IdealRange based on the target's radius.
|
ClipRangeToTarget | bool | - | - | - | Effect unknown.
Only |
RandomOffsetRadius | Range<Float>? | - | Yes | - | |
Width | Float | - | - | - | How wide it is. The effect itself, not the visuals. |
ShieldCollisions
(ReadContentOnly) |
EffectFilter | - | - | new EffectFilter(EffectFilter.Defaults.Enemy)
{ TargetedFriendlies = new bool?(true), Self = new bool?(false) } |
|
CrewCollisions
(ReadContentOnly) |
EffectFilter | - | - | new EffectFilter(EffectFilter.Defaults.CollisionsOff) | ion_beam has {Enemies=true; Junk=true} .
|
FriendlyShipLowCollisions
alias SourceShipLowCollisions |
bool | - | - | true | Presumably allows the beam to ignore and go over parts from its own ship and friendlies, but not tall parts.
Useful for roof-mounted equipment.
|
FriendlyShipHighCollisions
alias SourceShipHighCollisions |
bool | - | - | true | Apparently allows the beam to ignore and go over tall parts from its own ship and friendlies.
Useful for roof-mounted equipment.
Only |
NonFriendlyShipLowCollisions | bool | - | - | true | May be used to have a beam act like enemies aren't even there.
|
NonFriendlyShipHighCollisions | bool | - | - | true | May be used to have a beam act like enemies aren't even there.
Only |
PenetratesStructure | bool | - | - | true | Only mining_beam_small and tractor_beam have "false".
|
HitOperational | HitRules? | - | - | - | What happens when "operational" things are hit.
Is that parts that use power, or just parts that have active components? Please edit if you know. |
HitShield | HitRules? | - | - | - | What happens when shield arcs are hit. |
HitStructural | HitRules? | - | - | - | What happens when (presumably) structures are hit.
It could mean any non-"operational" parts.
Often |
HitCrew | HitRules? | - | - | - | What happens when crew is hit.
Always |
HitNothing | HitRules? | - | - | - | What happens when nothing that can be hit is encountered, and max range is reached. |
Duration | Time | - | Yes | - | |
HitInterval | Time | - | Yes | - | How often the beam hits and consumes power.
You shouldn't modify this, but if you do, exercise caution because it can lead to strange results, especially with prisms. |
KeepLengthWhenHitNothing | bool | - | - | - | |
ResourceUsageScaleOverRange | Range<float> | - | - | 1 | |
HitEffectsScaleOverRange | Range<float> | - | - | 1 | |
ValueOverRange | Range<float> | - | - | 1 | |
MediaEffectsScaleOverRange | Range<float> | - | - | 1 | |
ResourceUsageScaleOverRampUp | Range<float> | - | - | Range<float>(0.0f, 1f) | |
HitEffectsScaleOverRampUp | Range<float> | - | - | Range<float>(0.0f, 1f) | |
ValueOverRampUp | Range<float> | - | - | Range<float>(0.0f, 1f) | |
MediaEffectsScaleOverRampUp | Range<float> | - | - | Range<float>(0.0f, 1f) | |
InvertRangeScaling | bool | - | - | - | |
EffectsScaleFactor | ID<PartComponentRules>? | - | - | - | |
ValueScaleFactor | ID<PartComponentRules>? | - | - | - | |
UpdateScaleFactorsPerEmit | bool | - | - | - | |
RampUpTime | Time | - | Yes | - | |
RequireHitForRampUp | bool | - | - | - | |
InitHitLengthResetDelay | Time | - | - | - | |
BeamMediaEffects | MultiMediaEffectRules? | - | - | - | |
BeamMediaEffectsOffset | Vector2 | - | - | - | |
BeamMediaEffectsLengthOffset | float | - | - | - | |
Spread | Angle | - | Yes | - |
Notes
BeamEmitter
has many fields, because it also has fields (likeRange
) that normally belong to the projectile a weapon would shoot, but there is no real projectile for it.- It's impossible to have beams pierce any parts. They can be made to pass below enemy ships entirely, but that's not very useful.
- Likewise, beams can't hit crew through parts.[1]
Example mods
Nothing yet.