porta_turret
Vars | |
always_up | Will stay active |
---|---|
base | For turrets inside other objects |
controllock | If the turret responds to control panels |
cover | The cover that is covering this turret |
faction | Same faction mobs will never be shot at, no matter the other settings |
gun_charge | The charge of the gun when retrieved from wreckage |
has_cover | Hides the cover |
ignore_faction | Determines if our projectiles hit our faction |
installation | The type of weapon installed by default |
last_fired | World.time the turret last fired |
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 manually controlled |
mode | In which mode is turret in, stun or lethal |
on | Determines if the turret is on |
power_channel | Only people with Security access |
quit_action | Action button holder for quitting manual control |
raised | If the turret cover is "open" and the turret is raised |
raising | If the turret is currently opening or closing its cover |
remote_controller | Mob that is remotely controlling the turret |
reqpower | Power needed per shot |
scan_range | Scan range of the turret for locating targets |
shot_delay | Ticks until next shot (1.5 ?) |
spark_system | The spark system, used for generating... sparks? |
stored_gun | What stored gun is in the turret |
stun_projectile | Stun mode projectile type |
stun_projectile_sound | Sound of stun projectile |
toggle_action | Action button holder for switching between turret modes when manually controlling |
turret_flags | Turret flags about who is turret allowed to shoot |
uses_stored | if TRUE this will cause the turret to stop working if the stored_gun var is null in process() |
wall_turret_direction | The turret will try to shoot from a turf in that direction when in a wall |
Procs | |
null_gun | destroys reference to stored_gun to prevent hard deletions |
Var Details
always_up
Will stay active
base
For turrets inside other objects
controllock
If the turret responds to control panels
cover
The cover that is covering this turret
faction
Same faction mobs will never be shot at, no matter the other settings
gun_charge
The charge of the gun when retrieved from wreckage
has_cover
Hides the cover
ignore_faction
Determines if our projectiles hit our faction
installation
The type of weapon installed by default
last_fired
World.time the turret last fired
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 manually controlled
mode
In which mode is turret in, stun or lethal
on
Determines if the turret is on
power_channel
Only people with Security access
quit_action
Action button holder for quitting manual control
raised
If the turret cover is "open" and the turret is raised
raising
If the turret is currently opening or closing its cover
remote_controller
Mob that is remotely controlling the turret
reqpower
Power needed per shot
scan_range
Scan range of the turret for locating targets
shot_delay
Ticks until next shot (1.5 ?)
spark_system
The spark system, used for generating... sparks?
stored_gun
What stored gun is in the turret
stun_projectile
Stun mode projectile type
stun_projectile_sound
Sound of stun projectile
toggle_action
Action button holder for switching between turret modes when manually controlling
turret_flags
Turret flags about who is turret allowed to shoot
uses_stored
if TRUE this will cause the turret to stop working if the stored_gun var is null in process()
wall_turret_direction
The turret will try to shoot from a turf in that direction when in a wall
Proc Details
null_gun
destroys reference to stored_gun to prevent hard deletions