Prototype/Corpse: Difference between revisions
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{{Prototype property|splash_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}} | {{Prototype property|splash_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}} | ||
{{Prototype property|animation_overlay_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}} | |||
{{Prototype property|animation_overlay_final_render_layer|[[Types/RenderLayer|RenderLayer]]|"corpse"|optional=true}} | |||
{{Prototype property|shuffle_directions_at_frame|[[Types/uint8|uint8]]|1|optional=true}} | {{Prototype property|shuffle_directions_at_frame|[[Types/uint8|uint8]]|1|optional=true}} | ||
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{{Prototype property|animation|[[Types/RotatedAnimationVariations|RotatedAnimationVariations]]|optional=true}} | {{Prototype property|animation|[[Types/RotatedAnimationVariations|RotatedAnimationVariations]]|optional=true}} | ||
{{Prototype property|animation_overlay|[[Types/RotatedAnimationVariations|RotatedAnimationVariations]]|optional=true}} | |||
Variation count must be the same as <code>animation</code> variation count. Direction count must be the same as <code>animation</code> direction count. Frame count must be the same as <code>animation</code> frame count. | |||
{{Prototype property|splash|[[Types/AnimationVariations|AnimationVariations]]|optional=true}} | {{Prototype property|splash|[[Types/AnimationVariations|AnimationVariations]]|optional=true}} |
Revision as of 16:27, 22 October 2019
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/Corpse
Used for corpses, for example the remnants when destroying buildings.
Extensions
- Prototype/RailRemnants rail-remnants
Optional properties
dying_speed
Type: float
Default: 1
Multiplier for #time_before_shading_off and #time_before_removed. Must be positive.
splash_speed
Type: float
Default: 1
time_before_shading_off
Type: int32
Default: 60 * 15 (15 seconds)
Controls how long the corpse takes to fade, as in how long it takes to get from no transparency to full tranparency/removed. This time is not added to #time_before_removed, it is instead substracted from it. So by default, the corpse starts fading about 15 seconds before it gets removed.
time_before_removed
Type: int32
Default: 60 * 120 (120 seconds)
Time in ticks this corpse lasts. May not be 0.
final_render_layer
Type: RenderLayer
Default: "corpse"
ground_patch_render_layer
Type: RenderLayer
Default: "ground-patch"
animation_render_layer
Type: RenderLayer
Default: "object"
splash_render_layer
Type: RenderLayer
Default: "object"
animation_overlay_render_layer
Type: RenderLayer
Default: "object"
animation_overlay_final_render_layer
Type: RenderLayer
Default: "corpse"
shuffle_directions_at_frame
Type: uint8
Default: 1
ground_patch_fade_in_delay
Type: float
Default: 0
ground_patch_fade_in_speed
Type: float
Default: 0
ground_patch_fade_out_start
Type: float
Default: 0
animation
Type: RotatedAnimationVariations
animation_overlay
Type: RotatedAnimationVariations
Variation count must be the same as animation
variation count. Direction count must be the same as animation
direction count. Frame count must be the same as animation
frame count.
splash
Type: AnimationVariations
ground_patch
Type: AnimationVariations
ground_patch_higher
Type: AnimationVariations
ground_patch_fade_out_duration
Type: float
Default: 0
direction_shuffle
Type: table of tables of uint16
An array of arrays of integers. Arrays are called "groups" and must all have the same size.