Types/CharacterArmorAnimation: Difference between revisions

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(Created page with "== Basics == The data for one variation of character animations. See Prototype/Charactet#animations. == Mandatory properties == === idle === '''Type''': Types/RotatedAn...")
 
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<div class="stub"><p>'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/CharacterArmorAnimation.html https://lua-api.factorio.com/latest/types/CharacterArmorAnimation.html]
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
== Basics ==
== Basics ==
The data for one variation of character animations. See [[Prototype/Charactet#animations]].
The data for one variation of character animations. See [[Prototype/Character#animations]].


== Mandatory properties ==
== Mandatory properties ==
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Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.
Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.


=== mining_with_hands ===
=== mining_with_tool ===
'''Type''': [[Types/RotatedAnimation]]
'''Type''': [[Types/RotatedAnimation]]


=== mining_with_tool ===
== Optional properties ==
 
=== flipped_shadow_running_with_gun ===
'''Type''': [[Types/RotatedAnimation]]
'''Type''': [[Types/RotatedAnimation]]


== Optional properties ==
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference. flipped_shadow_running_with_gun has to have same frame count as running_with_gun.
 
=== armors ===
=== armors ===
'''Type''': [[Types/table]] of [[Types/string]]
'''Type''': [[Types/table]] of [[Types/string]]


The names of the armors this animation data is used for. Don't define this if you want the animations to be used for the player without armor.
The names of the armors this animation data is used for. Don't define this if you want the animations to be used for the player without armor.

Latest revision as of 10:42, 21 September 2023

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/CharacterArmorAnimation.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.


Basics

The data for one variation of character animations. See Prototype/Character#animations.

Mandatory properties

idle

Type: Types/RotatedAnimation

idle_with_gun

Type: Types/RotatedAnimation

running

Type: Types/RotatedAnimation

running_with_gun

Type: Types/RotatedAnimation

Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.

mining_with_tool

Type: Types/RotatedAnimation

Optional properties

flipped_shadow_running_with_gun

Type: Types/RotatedAnimation

flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference. flipped_shadow_running_with_gun has to have same frame count as running_with_gun.

armors

Type: Types/table of Types/string

The names of the armors this animation data is used for. Don't define this if you want the animations to be used for the player without armor.