Follow a shot from turret to projectile
Understand target permissions, range, fire interval and projectile references
Set target permissions first
A turret still needs the attack section to permit its target category, this sample attacks ground targets only, start testing against enemy ground units
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
maxAttackRange: 150
shootDelay: 1sReference a defined projectile
projectile:shell refers to the projectile_shell section, use only the suffix in the reference and update both ends when renaming it
[turret_main]
x: 0
y: 0
projectile: shell
[projectile_shell]
directDamage: 18
life: 1.5s
speed: 4
drawSize: 1
color: #FFE1B0Tune damage and rate separately
Damage changes each hit while shootDelay changes the interval between shots, try 24 damage with the same interval, then compare 1s and 1.5s separately, actual output also depends on hits and armor
Allow enough projectile lifetime
A short life can remove a projectile before it arrives, keep the sample lifetime and speed while testing near maximum range, increasing range alone can create targets the projectile cannot reach
Try it yourself
Make the guard fire slower with heavier hits and record time to defeat a fixed target