Types/CharacterArmorAnimation: Difference between revisions

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== Optional properties ==
== 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 ===
=== 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.

Revision as of 19:22, 1 April 2020

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.