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	<title>mod参数/graphics - 版本历史</title>
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	<updated>2026-06-13T19:37:52Z</updated>
	<subtitle>本wiki上该页面的版本历史</subtitle>
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		<id>https://rustedwarfare.org/index.php?title=mod%E5%8F%82%E6%95%B0/graphics&amp;diff=2578&amp;oldid=prev</id>
		<title>AbAb：​创建页面，内容为“{{RW代码|image:|file (image)|File path to png image.|image: body.png}} {{RW代码|image_back:|file (image)|An optional image drawn behind other units. Useful for factories that units exit|image_back: floor.png}} {{RW代码|image_shield|file (image)|Image to show as a custom shield|image_shield: forcefield.png}} {{RW代码|image_wreak:|file (image)|Image to use when unit dies. Can be NONE to leave no wreak|image_wreak: ded.png}} {{RW代码|image_offsetX:|int|U…”</title>
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		<updated>2023-02-20T10:01:56Z</updated>

		<summary type="html">&lt;p&gt;创建页面，内容为“{{RW代码|image:|file (image)|File path to png image.|image: body.png}} {{RW代码|image_back:|file (image)|An optional image drawn behind other units. Useful for factories that units exit|image_back: floor.png}} {{RW代码|image_shield|file (image)|Image to show as a custom shield|image_shield: forcefield.png}} {{RW代码|image_wreak:|file (image)|Image to use when unit dies. Can be NONE to leave no wreak|image_wreak: ded.png}} {{RW代码|image_offsetX:|int|U…”&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新页面&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{RW代码|image:|file (image)|File path to png image.|image: body.png}}&lt;br /&gt;
{{RW代码|image_back:|file (image)|An optional image drawn behind other units. Useful for factories that units exit|image_back: floor.png}}&lt;br /&gt;
{{RW代码|image_shield|file (image)|Image to show as a custom shield|image_shield: forcefield.png}}&lt;br /&gt;
{{RW代码|image_wreak:|file (image)|Image to use when unit dies. Can be NONE to leave no wreak|image_wreak: ded.png}}&lt;br /&gt;
{{RW代码|image_offsetX:|int|Use this to adjust the graphics of a unit if it is too far off one side|image_offsetX: 21}}&lt;br /&gt;
{{RW代码|image_offsetY:|int|Use this to adjust the graphics of a unit if it is too far off one side|image_offsetY: 41}}&lt;br /&gt;
{{RW代码|image_offsetH:|int|&amp;quot;Use this to adjust the height of the graphic, especially when using decals&amp;quot;|image_offsetH: 25}}&lt;br /&gt;
{{RW代码|image_floatingPointSize|int|Fixes of by 1 pixel sizing for images with widths and/or height that has odd value|image_floatingPointSize: 10}}&lt;br /&gt;
{{RW代码|isVisible|logic|If false will hide the unit.|isVisible: false}}&lt;br /&gt;
{{RW代码|isVisibleToEnemies|bool|Only visible to player and allies when false. Recommend with showOnMinimapToEnemies. Useful for stealth units.|isVisibleToEnemies: false}}&lt;br /&gt;
{{RW代码|teamColoringMode||&amp;quot;How pixels are used for team coloring, options: pureGreen (default), hueAdd, hueShift, disabled&amp;quot;|teamColoringMode: disabled}}&lt;br /&gt;
{{RW代码|scaleImagesTo:|float|&amp;quot;Resize image to fit this value in pixels.  Effects leg, and shadow images as well.&amp;quot;|scaleImagesTo: 1}}&lt;br /&gt;
{{RW代码|imageScale:|float|&amp;quot;Resize image. Defaults to 1. Effects leg, and shadow images as well.&amp;quot;|imageScale: 1}}&lt;br /&gt;
{{RW代码|drawLayer:|string|&amp;quot;Land units normally default to ground or ground2 if transport. Options: wreaks, underwater, bottom, ground, ground2, experimentals, air, top&amp;quot;|drawLayer: bottom}}&lt;br /&gt;
{{RW代码|whenBeingBuiltMakeTransparentTill|float|&amp;quot;How long the transparent effect is applied to incomplete units, set to 0 to disable completely. Default: 1&amp;quot;|whenBeingBuiltMakeTransparentTill: 0.4}}&lt;br /&gt;
{{RW代码|icon_zoomed_out|file (image)|Sets the custom image of the unit icon on the zoomed out battle map|icon_zoomed_out: unitIcon.png}}&lt;br /&gt;
{{RW代码|icon_zoomed_out_neverShow|bool|Sets wheather show the unit icon or not on the zoomed out battle map|icon_zoomed_out_neverShow: false}}&lt;br /&gt;
{{RW代码|icon_build|file (image)|Displays icon of the unit on Build Panel|icon_build: iconFish.png}}&lt;br /&gt;
{{RW代码|image_turret:|file (image)|&amp;quot;Default image for all turrets, can also be set per turret&amp;quot;|image_turret: gun.png}}&lt;br /&gt;
{{RW代码|teamColorsOnTurret:|bool|Defaults false. Apply team colours on turret as well. Also effects pre-turret images|teamColorsOnTurret: true}}&lt;br /&gt;
{{RW代码|scaleTurretImagesTo:|float|&amp;quot;Will cause crash if image_turret is not specified, even if image is set per turret&amp;quot;|scaleTurretImagesTo: 1.2}}&lt;br /&gt;
{{RW代码|lock_body_rotation_with_main_turret:|bool|Locks body image locked to first turret&amp;#039;s direction|lock_body_rotation_with_main_turret: true}}&lt;br /&gt;
{{RW代码|lock_leg_rotation_with_main_turret|bool|Locks legs and arms to first turret&amp;#039;s direction|lock_leg_rotation_with_main_turret: true}}&lt;br /&gt;
{{RW代码|image_shadow:|file (image)|&amp;quot;Image file, NONE, AUTO or AUTO_ANIMATED. (AUTO  will use image and make it transparent black only.)&amp;quot;|image_shadow: shadow.png}}&lt;br /&gt;
{{RW代码|shadowOffsetX:|float|Adjusts shadow horizontally|shadowOffsetX: 10}}&lt;br /&gt;
{{RW代码|shadowOffsetY:|float|Adjusts shadow vertically|shadowOffsetY: 10}}&lt;br /&gt;
{{RW代码|image_shadow_frames|bool|If shadow image should use frame animation of main image. .Alternative to AUTO_ANIMATED shadow value.|image_shadow_frames: true}}&lt;br /&gt;
{{RW代码|lock_shadow_rotation_with_main_turret:|bool|Locks body image shadow locked to first turret&amp;#039;s direction|lock_shadow_rotation_with_main_turret: true}}&lt;br /&gt;
{{RW代码|total_frames|int|Defaults to 1. Animations require this.|total_frames: 3}}&lt;br /&gt;
{{RW代码|frame_width:|int|&amp;quot;Calculated for you if total frames is set, but can be overridden&amp;quot;|frame_width: 40}}&lt;br /&gt;
{{RW代码|frame_height:|int|Defaults to image height|frame_height: 60}}&lt;br /&gt;
{{RW代码|default_frame|int|Default frame when not playing an animation. First frame is 0|default_frame: 0}}&lt;br /&gt;
{{RW代码|splastEffect:|bool|True to create a water wave effect when over water. Default false|splastEffect: true}}&lt;br /&gt;
{{RW代码|dustEffect:|bool|True to create a dust effect when over land. Default false|dustEffect: true}}&lt;br /&gt;
{{RW代码|splastEffectReverse:|bool|True to also create effect when unit is reversing|splastEffectReverse: true}}&lt;br /&gt;
{{RW代码|dustEffectReverse:|bool|True to also create effect when unit is reversing|dustEffectReverse: true}}&lt;br /&gt;
{{RW代码|movementEffect|effect|&amp;quot;Custom movement effect, can be anything&amp;quot;|&amp;quot;movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5&amp;quot;}}&lt;br /&gt;
{{RW代码|movementEffectReverse|effect|Reversed version of movementEffect: key|&amp;quot;movementEffectReverse: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5&amp;quot;}}&lt;br /&gt;
{{RW代码|movementEffectRate|float|Sets the frequency of effects being spawned while moving|movementEffectRate: 10}}&lt;br /&gt;
{{RW代码|movementEffectReverseFlipEffects|bool|Create effect as if unit has rotated 180 when reversing|movementEffectReverseFlipEffects: true}}&lt;br /&gt;
{{RW代码|repairEffect|effect ref|&amp;quot;Custom repair effect, can be anything. Replaces default effect from builders&amp;quot;|repairEffect: CUSTOM:mist*5}}&lt;br /&gt;
{{RW代码|repairEffectAtTarget|effect|Custom repair effect towards the repaired target|repairEffectAtTarget: CUSTOM:greensparks*2}}&lt;br /&gt;
{{RW代码|repairEffectRate|int|&amp;quot;Sets the frequency of effects being spawned while repairing. Defaults to 5, affects both sides.&amp;quot;|repairEffectRate: 20}}&lt;br /&gt;
{{RW代码|reclaimEffect|effect|&amp;quot;Custom reclaim effect, can be anything. Replaces default effect from builders&amp;quot;|reclaimEffect: CUSTOM:sap*5}}&lt;br /&gt;
{{RW代码|reclaimEffectAtTarget|effect|Custom reclaim effect towards the reclaimed target|reclaimEffectAtTarget: CUSTOM:redsparks*2}}&lt;br /&gt;
{{RW代码|reclaimEffectRate|int|&amp;quot;Sets the frequency of effects being spawned while reclaiming. Defaults to 5, affects both sides.&amp;quot;|reclaimEffectRate: 20}}&lt;br /&gt;
{{RW代码|rotate_with_direction:|bool|Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_*|rotate_with_direction: false}}&lt;br /&gt;
{{RW代码|animation_direction_units:|float|&amp;quot;45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false&amp;quot;|animation_direction_units: 45}}&lt;br /&gt;
{{RW代码|animation_direction_strideX:|int|Animation frames to offset on direction change.|animation_direction_strideX: 40}}&lt;br /&gt;
{{RW代码|animation_direction_strideY:|int|Animation frames to offset on direction change. Used with frame_height.|animation_direction_strideY: 60}}&lt;br /&gt;
{{RW代码|animation_direction_starting:|float|Direction for first frame|animation_direction_starting: 90}}&lt;br /&gt;
{{RW代码|disableLowHpFire|bool|&amp;quot;Defaults to false. When true, removes the flames on severely damaged unit/structure.&amp;quot;|disableLowHpFire: false}}&lt;br /&gt;
{{RW代码|disableLowHpSmoke|bool|&amp;quot;Defaults to false. When true, removes the smokes on severely damaged unit/structure.&amp;quot;|disableLowHpSmoke: false}}&lt;br /&gt;
{{RW代码|showTransportBar:|bool|Defaults to true. Shows the transport bar for transport units.|showTransportBar: false}}&lt;br /&gt;
{{RW代码|showHealthBar|bool|&amp;quot;Defaults to true. Shows the health bar of a unit. (Still hidden even if true when &amp;quot;&amp;quot;Always show unit health&amp;quot;&amp;quot; setting is disabled.)&amp;quot;|showHealthBar: false}}&lt;br /&gt;
{{RW代码|showEnergyBar|bool|Defaults to true. Shows the energy bar of a unit.|showEnergyBar: false}}&lt;br /&gt;
{{RW代码|showShieldBar|bool|Defaults to true. Shows the shield bar of a unit. Also affects the presence of set custom shield sprite.|showShieldBar: false}}&lt;br /&gt;
{{RW代码|showQueueBar|bool|Defaults to true. Shows the bar for build or action queue of a unit.|showQueueBar: false}}&lt;br /&gt;
{{RW代码|showShotDelayBar|bool|Defaults to true. Shows the shot delay/warmup of a unit before firing.|showShotDelayBar: false}}&lt;br /&gt;
{{RW代码|showSelectionIndicator|bool|Defaults to true. Shows select circle/box if true|showSelectionIndicator: false}}&lt;br /&gt;
{{RW代码|teamColorsUseHue:|bool|False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false|}}&lt;br /&gt;
{{RW代码|animation_TYPE_start:|int|&amp;quot;TYPE can be set to: attack, moving, idle. Use [animation] section instead for more control&amp;quot;|animation_moving_start: 0}}&lt;br /&gt;
{{RW代码|animation_TYPE_end:|int|&amp;quot;End frame, must be larger then start&amp;quot;|animation_moving_end: 3}}&lt;br /&gt;
{{RW代码|animation_TYPE_scale_start:|float|Scale unit image. Defaults to 1. Useful for bio units or breathing effects.|}}&lt;br /&gt;
{{RW代码|animation_TYPE_scale_end:|float|Scale unit image. Defaults to 1. Useful for bio units or breathing effects.|}}&lt;br /&gt;
{{RW代码|animation_TYPE_speed:|float|Delay for each frame of animation. Larger values cause slower animation|}}&lt;br /&gt;
{{RW代码|animation_TYPE_pingPong:|bool|Play animation in reverse before repeating. Useful with scale_start/scale_end|}}&lt;/div&gt;</summary>
		<author><name>AbAb</name></author>
	</entry>
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